I like to plan science pack creation for a target SPM value, and then see how many of the individual science packs my factors needs to output per second, and then have the required input resources be calculated by Helmod.
Is that possible and if yes, can you guide me through how I do that?
Search found 121 matches
- Tue Sep 01, 2026 10:25 pm
- Forum: Questions, reviews and ratings
- Topic: Helmod 2.3.0 / Factorio 2.1 / How to plan for SPM?
- Replies: 0
- Views: 105
- Tue Sep 01, 2026 10:16 pm
- Forum: Questions, reviews and ratings
- Topic: Helmod 2.3.0 / Factorio 2.1 / How to add beacons?
- Replies: 0
- Views: 67
Helmod 2.3.0 / Factorio 2.1 / How to add beacons?
How do you add beacons – what is the difference between the [+] button and the "Amount, affecting one" ?
It's not the same as adding one beacon with amount: 2,
and having two beacons with amount: 1,
result in different numbers like power consumption.
It's not the same as adding one beacon with amount: 2,
and having two beacons with amount: 1,
result in different numbers like power consumption.
- Fri Aug 14, 2026 2:00 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 74
- Views: 17227
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 ...
- Thu Aug 13, 2026 7:15 pm
- Forum: Assigned
- Topic: [Genhis] "Not enough to fill one rocket" in wrong situations
- Replies: 2
- Views: 597
Re: [Genhis] "Not enough to fill one rocket" in wrong situations
Same bug here. Rocket simply refuses to launch. It's the only ship docked at Gleba.
2.1.14-1
2.1.14-1
- Wed Aug 12, 2026 6:46 pm
- Forum: Technical Help
- Topic: [2.1.9 and 2.0.77] Really bad visual stuttering on the Steam version with my Gleba base
- Replies: 1
- Views: 464
Re: [2.1.9] Really bad visual stuttering on the Steam version with my Gleba base
I also experience terrible FPS in Gleba, but only after playing for a while. The FPS first drop only when zoomed out. The longer I play, the worse the FPS drop, that then also happens at any zoom stage.
- Fri Jul 31, 2026 10:41 am
- Forum: Ideas and Suggestions
- Topic: Hold Mouse Button to Evacuate!
- Replies: 5
- Views: 583
Hold Mouse Button to Evacuate!
TL;DR
Hold Mouse Button to Evacuate items from containers
What?
If you want to evacuate items from a container, you must click all cells individually.
Instead, it would be great if you could just hold down the mouse button and hover over the cells you want evacuated. Same way like ...
Hold Mouse Button to Evacuate items from containers
What?
If you want to evacuate items from a container, you must click all cells individually.
Instead, it would be great if you could just hold down the mouse button and hover over the cells you want evacuated. Same way like ...
- Fri Jul 31, 2026 10:38 am
- Forum: Ideas and Suggestions
- Topic: Drag and drop logistic request across groups
- Replies: 8
- Views: 2508
Re: Drag and drop logistic request across groups
On my wishlist
- Thu Jul 23, 2026 3:09 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 212853
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 ...
- Thu Jul 23, 2026 6:21 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 212853
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 items ...
- Mon Jun 29, 2026 10:02 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Blueprints should have option like "force empty space"
- Replies: 19
- Views: 2639
- Sun Jun 28, 2026 9:30 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction tile/entity and Superforce Building
- Replies: 5
- Views: 1269
Re: Deconstruction tile/entity and Superforce Building
Also see Add Deconstruction to Blueprints
I'd like to bump this again for 2.1.
Please, add this. It would be a small and simple change with a big quality of life improvement!
I'd like to bump this again for 2.1.
Please, add this. It would be a small and simple change with a big quality of life improvement!
- Sat Jun 27, 2026 8:34 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 212853
Re: Version 2.1.7
How do I change the lane that the inserters drop the items?
- Fri Jun 19, 2026 8:50 pm
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 39483
Re: Friday Facts #443 - More Planet Deliveries
These graphics are beatiful.
Is there any chance you could maybe share your Blender templates or presets for lighting and rendering, for those who may like to try creating some custom entities that fit right into the look and feel of Factorio?
Is there any chance you could maybe share your Blender templates or presets for lighting and rendering, for those who may like to try creating some custom entities that fit right into the look and feel of Factorio?
- Fri Jun 12, 2026 12:34 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 388
- Views: 68916
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
The new stromatolites and especially the new Vulcanos rocks look bad.
- Sat Jul 26, 2025 9:36 am
- Forum: Ideas and Suggestions
- Topic: Add Deconstruction to Blueprints
- Replies: 3
- Views: 1013
Re: Add Deconstruction to Blueprints
and want to remove only these specific poles and these specific places
Put something you don't use elsewhere like wooden chests in those spots. Deconstruct wooden chests after.
That's merely a workaround. But thanks for the suggestion regardless, I did not think of this to solve this issue ...
- Sat Jul 26, 2025 9:35 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction tile/entity and Superforce Building
- Replies: 5
- Views: 1269
- Sat Jul 26, 2025 9:34 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction in blueprints
- Replies: 9
- Views: 11989
- Sat Jul 26, 2025 9:34 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Blueprints should have option like "force empty space"
- Replies: 19
- Views: 2639
- Fri Jul 25, 2025 10:23 am
- Forum: Ideas and Suggestions
- Topic: Unobtrusive Alt Mode
- Replies: 8
- Views: 2859
Re: Unobtrusive Alt Mode
I'd also like to see this in vanilla. Annoyed me for some years now. Perhaps add an options that lets me set an icon scale of my choosing.
- Fri Jul 25, 2025 9:54 am
- Forum: Ideas and Suggestions
- Topic: Add Deconstruction to Blueprints
- Replies: 3
- Views: 1013
Add Deconstruction to Blueprints
TL;DR
Blueprints should also be able to deconstuct entities at specific locations, not only where new entities are being build.
What and Why?
I have places a grid of roboports and electic poles across my entire base. I want to replace the eletric poles with substations. The substation require ...
Blueprints should also be able to deconstuct entities at specific locations, not only where new entities are being build.
What and Why?
I have places a grid of roboports and electic poles across my entire base. I want to replace the eletric poles with substations. The substation require ...