+1
For performance consideration, it doesn't have to be on the same tick as the ghost is placed just output the signal eventually.
Plus the missing construction materials literally show up on my HUD so it's not like the game isn't already scanning for them.
Personally, I tried to build a system ...
Search found 102 matches
- Tue Jul 07, 2026 7:18 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Roboports should report ghost entities
- Replies: 19
- Views: 1112
- Fri Jul 03, 2026 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Personal Laser Defense should no longer take 5 Laser Turrets
- Replies: 0
- Views: 122
Personal Laser Defense should no longer take 5 Laser Turrets
Crafting recipe for personal laser defense, post nerf, should not cost 5 whole laser turrets anymore.
This was a fine trade-off when they came with a build in 50% power boost.
But now, dealing half the damage of a single turret and still taking 5 to craft feels unfair.
I know you generally don't ...
This was a fine trade-off when they came with a build in 50% power boost.
But now, dealing half the damage of a single turret and still taking 5 to craft feels unfair.
I know you generally don't ...
- Thu Jul 02, 2026 11:19 am
- Forum: General discussion
- Topic: Big Stompers having 2 flat resistance is really funny.
- Replies: 0
- Views: 635
Big Stompers having 2 flat resistance is really funny.
So, I was randomly looking through Factoriopedia and noticed that Big Stompers, with their 15k health have have 2/50% physical resistance.
I was chuckling to myself thinking, "What is even the point of those 2 flat? My railguns are perfectly capable of shredding through anything that stands in their ...
I was chuckling to myself thinking, "What is even the point of those 2 flat? My railguns are perfectly capable of shredding through anything that stands in their ...
- Thu Jul 02, 2026 8:08 am
- Forum: Ideas and Suggestions
- Topic: Obtaining stone from space
- Replies: 10
- Views: 743
Re: Obtaining stone from space
+1 simply because I would like to provide Aquilo with concrete without having to fly ships back and forth.
I have a space station parked in Aquilo orbit to collect basic resources to supply a mall on Aquilo just for convenience of all the things only needed every now and then.
Yet the only thing ...
I have a space station parked in Aquilo orbit to collect basic resources to supply a mall on Aquilo just for convenience of all the things only needed every now and then.
Yet the only thing ...
- Tue Jun 30, 2026 10:58 pm
- Forum: Releases
- Topic: Version 2.1.9
- Replies: 33
- Views: 19838
Re: Version 2.1.9
Changes
Inserters dropping items into lava drop the entire stack in one go instead of one per tick.
Genuinely insane change.
I make purple science on Vulcanus which means I need a ton of stone, which in turn means I produce way more molten copper than needed and in turn, I actually make ...
- Mon Jun 29, 2026 2:42 pm
- Forum: Gameplay Help
- Topic: Dealing with Fulgora Concrete in 2.1
- Replies: 11
- Views: 1681
Re: Dealing with Fulgora Concrete in 2.1
Did they change the recycling speed too, or will recycling hazard concrete dump those raw ingredients much faster than for concrete?
Actually, I've never thought about the recycle time itself. This might be huge if true. Unfortunately, I can't verify it myself since I don't want to update yet ...
- Mon Jun 29, 2026 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Bio Chambers -> Fulgoran recipes
- Replies: 7
- Views: 648
Re: Bio Chambers -> Fulgoran recipes
Water consumption also isn't really a problem since you get ice as a byproduct of recycling anyway. So you will always have 5 times as much ice as you have holmium ore. The Holmium solution recipe needs 2 holmium ore and half an ice cube, leaving you with 9.5 ice = 190 water (without ...
- Sat Jun 27, 2026 6:25 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Fix concrete recycling time and other inconsistancies.
- Replies: 25
- Views: 2446
Re: [2.1] Fix concrete recycling time and other inconsistancies.
+1
I think the automated math for recycling times could very easily account for the number of items generated in one craft.
It might however throw off the balance the devs have created and been testing for years now by affecting other recipes that produce multiple items in one craft like for ...
I think the automated math for recycling times could very easily account for the number of items generated in one craft.
It might however throw off the balance the devs have created and been testing for years now by affecting other recipes that produce multiple items in one craft like for ...
- Sat Jun 27, 2026 5:10 pm
- Forum: Gameplay Help
- Topic: Dealing with Fulgora Concrete in 2.1
- Replies: 11
- Views: 1681
Re: Dealing with Fulgora Concrete in 2.1
It's 1 : 1 : 1 : 1. The reason why people are going for cargo bays is that by the ratios it's 200:25:10 with concrete:steel:proc units. That's pretty close to a 6:1:1/3 ratio. The tradeoff for using nuclear reactors is that you'll end up having to balance the sort out by manufacturing advanced ...
- Sat Jun 27, 2026 4:44 pm
- Forum: Gameplay Help
- Topic: Dealing with Fulgora Concrete in 2.1
- Replies: 11
- Views: 1681
Re: Dealing with Fulgora Concrete in 2.1
How viable would be it be to make and recycle nuclear reactors? The ingredients are also all things that I have a vast surplus of. Even if the ratios don't work out completely, it should at least take care of a large amount of concrete.
As mentioned in the original post, it is an option but you ...
- Sat Jun 27, 2026 2:18 pm
- Forum: Gameplay Help
- Topic: Dealing with Fulgora Concrete in 2.1
- Replies: 11
- Views: 1681
Re: Dealing with Fulgora Concrete in 2.1
People have found a couple of work arounds. The easiest way I can see of doing it is to have a break down to stone then a recycler on ores and and a craft/recycle loop on walls. What's being passed around right now is cargo bays, or recipes which automatically take the concrete. But at the point ...
- Sat Jun 27, 2026 11:05 am
- Forum: Ideas and Suggestions
- Topic: Bio Chambers -> Fulgoran recipes
- Replies: 7
- Views: 648
Re: Bio Chambers -> Fulgoran recipes
There is a part of the game where you aren't post-scarcity, y'know.
Also, it's worth noting that as you max out your productivity bonuses, you have to start crafting batteries to keep up with your science production, and that's another big water guzzler if you don't drop sulfur from orbit ...
- Sat Jun 27, 2026 10:49 am
- Forum: Gameplay Help
- Topic: Dealing with Fulgora Concrete in 2.1
- Replies: 11
- Views: 1681
Dealing with Fulgora Concrete in 2.1
[space-age] Changed hazard concrete and refined hazard concrete to recycle into the recipe ingredients of concrete/refined concrete.
Unfortunately, 2.1 patched out the ability to recycle Hazard Concrete which by far the best way to quickly deal with all the waste recycling produces.
Which in turn ...
Unfortunately, 2.1 patched out the ability to recycle Hazard Concrete which by far the best way to quickly deal with all the waste recycling produces.
Which in turn ...
- Sat Jun 27, 2026 9:04 am
- Forum: Ideas and Suggestions
- Topic: Bio Chambers -> Fulgoran recipes
- Replies: 7
- Views: 648
Re: Bio Chambers -> Fulgoran recipes
Biochambers do have some utility on Fulgora; they have twice the base speed of chemical plants, which is a valuable space-saver on the constrained islands of Fulgora, and while heavy oil is literally infinite and effectively free, the inherent productivity bonus reduces the required amount of ...
- Sat Jun 27, 2026 8:43 am
- Forum: Ideas and Suggestions
- Topic: Rocket silo should be able to output rocket construction progress to the circuit network
- Replies: 2
- Views: 193
Re: Rocket silo should be able to output rocket construction progress to the circuit network
Could be included as part of the "Read Content" output. With Rocket Parts serving as the percentage gauge (mod 100) and the Rocket itself only being on the signal when it is ready to launch.
- Thu Jun 25, 2026 8:38 pm
- Forum: General discussion
- Topic: Why change the ability to block biter/spiter spawners with pipes/walls?
- Replies: 2
- Views: 748
Why change the ability to block biter/spiter spawners with pipes/walls?
So, in the 2.1.7 changelog they revealed that you can now no longer use the trick to place pipes/walls around a spawner to (permanently) block spawns.
This isn't really a for or against debate since it is a niche use case anyhow but I just wonder why they decided to change it?
In this bug report ...
This isn't really a for or against debate since it is a niche use case anyhow but I just wonder why they decided to change it?
In this bug report ...
- Thu Jun 25, 2026 11:23 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 256
- Views: 160504
Re: Version 2.1.7
-snip-
I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay ...
- Thu Jun 25, 2026 8:57 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 256
- Views: 160504
Re: Version 2.1.7
Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Was there a reason the "neutralizing spawners" was changed? It looked like the original stance was for this to be intended.
It's a bit of a shame since certain challenge runs like Michael ...
- Thu Jun 25, 2026 8:36 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 256
- Views: 160504
Re: Version 2.1.7
Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Was there a reason the "neutralizing spawners" was changed? It looked like the original stance was for this to be intended.
It's a bit of a shame since certain challenge runs like Michael Hendriks ...
Was there a reason the "neutralizing spawners" was changed? It looked like the original stance was for this to be intended.
It's a bit of a shame since certain challenge runs like Michael Hendriks ...
- Mon Jun 22, 2026 4:01 pm
- Forum: Implemented Suggestions
- Topic: Power Poles should show Circuit Network ID
- Replies: 3
- Views: 336
Re: Power Poles should show Circuit Network ID
see also https://forums.factorio.com/123661
So apparently, the forum gives different results when you search "power poles netowrk" vs "power pole network" with the former yielding way more results, since apparently the search uses exact words and not just "contains" matches.
Fair enough, my ...