Search found 474 matches

by GregoriusT
Mon Aug 24, 2026 4:09 pm
Forum: Releases
Topic: Version 2.1.15
Replies: 3
Views: 6360

Re: Version 2.1.15

Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched.
I wonder if there is any technical reason for that one, or if its just Stack Inserters being awkward without it.
by GregoriusT
Mon Aug 17, 2026 3:24 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 75
Views: 19239

Re: Friday Facts #445 - The Biters Bite Back



+1 for being able to disable expansion alerts. It's fine if the alerts are on by default.


Run the /alerts command in the console. You can mute and disable the Expansion Base Built alert individually.

in which case, make the /alerts gui not hidden behind a frikkin command that you ...
by GregoriusT
Sun Aug 16, 2026 2:36 am
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 75
Views: 19239

Re: Friday Facts #445 - The Biters Bite Back



Especially on Gleba it feels very demotivating if you clear a lot of nests just for them to be back and immediately spawn really strong enemies.


I'm back on Gleba right now. Haven't had to kill any enemies on Gleba for about 150 hours.

Then I started to kill 4-5 Nests just for fun.

Now I'm ...
by GregoriusT
Sun Aug 09, 2026 5:11 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 75
Views: 19239

Re: Friday Facts #445 - The Biters Bite Back


Expansion alerts feature is great! When I came back after a long hiatus to play Space Age, I honestly forgot for my first ~40 hours that biters expand at all. This feature would have helped me remember/rediscover that much sooner, and understand when and where it is actually happening.

Although ...
by GregoriusT
Sat Aug 08, 2026 9:47 am
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 16016

Re: Version 2.1.13


I found out that the bitter egg recycling seems to not be affected from this update. Was that intentional? Because it should otherwise have a speedup of 5x as well since 5 eggs are producing at a time, instead it seems to be as fast as it was before.
Edit: https://forums.factorio.com/viewtopic.php ...
by GregoriusT
Fri Aug 07, 2026 6:34 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 75
Views: 19239

Re: Friday Facts #445 - The Biters Bite Back

I just realized something, the radars dont just check for the expansion party do they. They probably also check if the expansion chunk on the expansion overlay is flashing.

Would that mean that if the expansion party goes to the chunk and by chance ONLY puts nests on the chunks AROUND that chunk ...
by GregoriusT
Fri Aug 07, 2026 6:28 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 224894

Re: Version 2.1.7




I'm also not looking forward to having to remove the thousands of legendary quality modules that I have, before they are lost in the 2.1 update when it is released.


Quality modules doesn't lost in 2.1 update. Its no have effect. Only speed is reduced effect.

This works exactly the same as ...
by GregoriusT
Fri Aug 07, 2026 4:23 pm
Forum: Not a bug
Topic: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
Replies: 6
Views: 1064

Re: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive

Just one thing I would like to mention about this and game balance: we have the whole "dont kill bases til artillery" Achievement too, which cannot be cheesed this way.
by GregoriusT
Fri Aug 07, 2026 4:22 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 75
Views: 19239

Re: Friday Facts #445 - The Biters Bite Back



This hasn't really been the case for years; it takes many entities in a chunk to substantially reduce the probability of expansion there.

really? I thought I have seen Michael Hendriks using this method not that long ago. But I hope you are right ;)

Yeah they should have said it as "ONE pipe ...
by GregoriusT
Fri Aug 07, 2026 12:14 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 75
Views: 19239

Re: Friday Facts #445 - The Biters Bite Back

Wait, what happens if you kill the entire nest except ONE spawner? Will that one Spawner prevent expansions from forming nearby if you feed it enough ammunition to keep it from being a danger? aka Biter Zoo?

It WOULD make sense for players to actually do that at least to one of the nearby nests for ...
by GregoriusT
Fri Aug 07, 2026 12:09 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 75
Views: 19239

Re: Friday Facts #445 - The Biters Bite Back


Michael Hendricks must be grinding his teeth having to learn all the new algorithms, after everything he's done after spending hundreds of hours reverse-engineering every micro-tick of biter AI, map chunk candidate scoring, and expansion mechanics down to the exact pixel.
Knowing him, though, he's ...
by GregoriusT
Thu Aug 06, 2026 11:37 am
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 16016

Re: Version 2.1.13


Still it would be nice for it to have no sound by default or have a gui about it.

You would be surprised how many people dont notice the alerts if they dont have any noise to them, so if they are disabled by default, then the majority of people who dont even know audible alerts EXIST would never ...
by GregoriusT
Wed Aug 05, 2026 6:52 pm
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 16016

Re: Version 2.1.13


However I am not sure how feasible it is to cover your entire pollution cloud with active radars, when you DON'T put efficiency modules into everything.

Five Solar Panels and the Radar will work during daytime just fine, giving you a 60-70% chance to catch an expansion that way then. (gotta love ...
by GregoriusT
Wed Aug 05, 2026 4:15 pm
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 16016

Re: Version 2.1.13

Added an alert when an expansion base is built in a chunk with active radar coverage.
Sooooo does this apply to the radar exploration range too? Or JUST within the main range?

It is still useful regardless, but it would be neat to get an alert if an exploration radar picks up a (new) nest
by GregoriusT
Tue Jul 28, 2026 10:59 am
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 224894

Re: Version 2.1.7

If you compare achievements you need to also bring up the achievement for tier 3 quality modules, because someone who does not even do those will also never try to do space casinos in vanilla.
by GregoriusT
Fri Jul 24, 2026 10:59 am
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 224894

Re: Version 2.1.7


I do something like that with nutrients and biter eggs. I already have power done by other means and done well enough, so I prefer that to a heat tower. So the pattern is spawners -> ( 0 .. n ) production outputs -> nutrients -> fish. On Gleba, I'm lazy. I just shut the agricultural towers off ...
by GregoriusT
Thu Jul 23, 2026 5:23 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 224894

Re: Version 2.1.7


You still have to make sure the throughput of the belt is properly dimensionned to carry all the junk to make sure all machines stay active, but this can be alleviated with robots :) Then you only have to monitor the number of machines and heat towers, and "add more bots" when you add beacons ...
by GregoriusT
Thu Jul 23, 2026 3:35 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 224894

Re: Version 2.1.7


I think of it as a entry toll on the highway, where the traffic jam supposedly may occurs only before it, but it keeps the highway flowing. In space you can always "throw overboard" to avoid clogging too. That's why i thought of Gleba :). That is a tip to keep the belt flowing, but it can still ...
by GregoriusT
Thu Jul 23, 2026 10:03 am
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 224894

Re: Version 2.1.7



wait are you talking about a belt circle of sorts? Like when doing Sushi? If so try placing ONE singular belt of a lower tier into the circle, that way this will never happen. Best spot to place it is just before the area were you start to put most things onto the belt.

Sounds like a good ...
by GregoriusT
Thu Jul 23, 2026 6:50 am
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 224894

Re: Version 2.1.7


Can we please fix the issue where inserters can overload a belt causing it to get stuck? It's just not fun counting items and controlling inserters on every second bigger construction. It's a genuinely awful experience that doesn't align with the idea behind Factorio, where belts are to move ...

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