What?
You can copy (shift right-click) a recipe from an assembler (or other factory machine) onto a requester chest (shift left-click) to request all non-liquid items need for crafting.
You should also be able to copy the recipe onto a storage chest as well to set the filter to the first non ...
Search found 70 matches
- Wed Oct 22, 2025 4:36 pm
- Forum: Ideas and Suggestions
- Topic: Allow copying Recipe onto Storage Chest (like Requester Chest)
- Replies: 1
- Views: 76
- Wed Oct 22, 2025 4:24 pm
- Forum: Gameplay Help
- Topic: Is there a way to get Recipe output as blueprint parameter?
- Replies: 0
- Views: 41
Is there a way to get Recipe output as blueprint parameter?
With most buildings, you can make a pretty neat mall blueprint where you only have to set the recipe and have it apply to the storage-chest filter as well, since they are the same "icon/signal".
grafik.png
However for Foundries this no longer works (it used to but I'm not sure in what version it ...
grafik.png
However for Foundries this no longer works (it used to but I'm not sure in what version it ...
- Wed Oct 22, 2025 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Turret's target priority, do not fire at
- Replies: 4
- Views: 237
Re: Turret's target priority, do not fire at
A whitelist/blacklist toggle would definitely be nice.
Especially since you might want to keep some close by spawners alive for later capture and it's a bit of a hassle to set the filter in the turrets to every biter/spitter variant when all you really want is "shoot everything but the nest".
Especially since you might want to keep some close by spawners alive for later capture and it's a bit of a hassle to set the filter in the turrets to every biter/spitter variant when all you really want is "shoot everything but the nest".
- Sun Oct 05, 2025 8:43 am
- Forum: Ideas and Suggestions
- Topic: Machines eject Prod Modules
- Replies: 2
- Views: 243
Re: Machines eject Prod Modules
Would be nice if the modules could be put back somehow but I don't think your third option is viable, since Assembly Machines 3 need Speed Modules in their crafting recipe and Production Science uses Productivity Modules.
So any attempt to automate them would forcefully put modules into the ...
So any attempt to automate them would forcefully put modules into the ...
- Mon Sep 01, 2025 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Atomic bomb should destroy ore patches in the explosion area
- Replies: 15
- Views: 1478
Re: Atomic bomb should destroy ore patches in the explosion area
Lemme surround my base with a moat and solve the defense problem forever while i'm out there exploring space and getting infinite ressources ....
I think we can all agree that creating lakes on Nauvis is too broken but I think this idea has taken over the topic a bit.
In Aquilo you don't ...
- Sat Aug 30, 2025 9:01 am
- Forum: Ideas and Suggestions
- Topic: Use transparency when "Enable Warning Icons Blinking" is disabled.
- Replies: 2
- Views: 215
Use transparency when "Enable Warning Icons Blinking" is disabled.
tl;dr
Add transparency to the power/electricity warning icons when blinking is disabled.
Why?
So, I recently disabled the "Enable Warning Icons Blinking" setting because I was getting concerned about monitor burn in. Primarily on the quick-bar since that blinking icon is always in the exact ...
Add transparency to the power/electricity warning icons when blinking is disabled.
Why?
So, I recently disabled the "Enable Warning Icons Blinking" setting because I was getting concerned about monitor burn in. Primarily on the quick-bar since that blinking icon is always in the exact ...
- Wed Aug 27, 2025 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Belt Imunity rework if not redone
- Replies: 7
- Views: 974
Re: Belt Imunity rework if not redone
Yup - dozens of us! Once Construction Robots are unlocked I park my player-character in a circle of belts at 0,0.
That situations sound like it is solved by just not equipping or disabling the exoskeleton though, doesn't it?
Since my outline was specifically about the need to have the ...
- Tue Aug 26, 2025 7:44 am
- Forum: Ideas and Suggestions
- Topic: Belt Imunity rework if not redone
- Replies: 7
- Views: 974
Re: Belt Imunity rework if not redone
I'd suggest simply adding the behavior of belt immunity to the Exoskeleton.
That way it could also be extended to the spidertron. Given its eight legs it doesn't usually get dragged off by belts but I've actually equipped my spidertron with belt immunity before because the belts caused the 'tron to ...
That way it could also be extended to the spidertron. Given its eight legs it doesn't usually get dragged off by belts but I've actually equipped my spidertron with belt immunity before because the belts caused the 'tron to ...
- Tue Aug 26, 2025 2:28 am
- Forum: Ideas and Suggestions
- Topic: Atomic bomb should destroy ore patches in the explosion area
- Replies: 15
- Views: 1478
Re: Atomic bomb should destroy ore patches in the explosion area
I like the idea. I've always hated building over ore patches for the same OCD reasons as everything being symmetrical.
Of course, you have to bite the bullet eventually since I know I'm not going to use the tiny patch that is square in the middle of my factory.
Especially since this mechanic ...
Of course, you have to bite the bullet eventually since I know I'm not going to use the tiny patch that is square in the middle of my factory.
Especially since this mechanic ...
- Tue Jul 29, 2025 11:47 am
- Forum: Gameplay Help
- Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
- Replies: 10
- Views: 1065
Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
I hadn't considered using pumps to measure the output. So I based my design only on the idea of what design works continuously without ever triggering the "Fluid ingredient shortage". Mainly because all of the calculation tools I use expect the machines to run like that to produce their expected ...
- Tue Jul 29, 2025 8:25 am
- Forum: Gameplay Help
- Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
- Replies: 10
- Views: 1065
Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
You are definitely right that using legendary cryo plants is a waste.
But I think the actual speed limit seems to be 9.5.
I did a brute force setup in which I just checked how much I can push the speed with the condensation plant working continuously and this is what I found. I used a latch to ...
But I think the actual speed limit seems to be 9.5.
I did a brute force setup in which I just checked how much I can push the speed with the condensation plant working continuously and this is what I found. I used a latch to ...
- Mon Jul 28, 2025 9:09 pm
- Forum: Gameplay Help
- Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
- Replies: 10
- Views: 1065
Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
A tank makes no difference since the problem seems to be that the Condensation doesn't fill fast enough.
The tank here holds 12k steam. If I use pumps I can get the fluid content higher (around 20k) but that doesn't make the SC work continuously either.
I can get the same result by using pumps ...
The tank here holds 12k steam. If I use pumps I can get the fluid content higher (around 20k) but that doesn't make the SC work continuously either.
I can get the same result by using pumps ...
- Mon Jul 28, 2025 6:00 pm
- Forum: Gameplay Help
- Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
- Replies: 10
- Views: 1065
Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
I'm trying to design a megabase but I've run into somewhat of an issue on Vlucanus.
For all the water I need to handle my oil processing, the calculator shows that two legendary Cryoplants powered by a legendary beacon with legendary speed modules would be enough.
And I suppose in raw numbers it ...
For all the water I need to handle my oil processing, the calculator shows that two legendary Cryoplants powered by a legendary beacon with legendary speed modules would be enough.
And I suppose in raw numbers it ...
- Tue Jul 01, 2025 11:49 am
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 2311
Re: Why no faster trains?
I'm afraid the basic idea of faster trains has gotten a bit derailed (Ba dum tss) through discussions on infinite research, whether that is infinite breaking force upgrades or speed upgrades.
My general question was just basic faster trains.
To sum up a few potential ideas on what could be used for ...
My general question was just basic faster trains.
To sum up a few potential ideas on what could be used for ...
- Fri Jun 20, 2025 12:51 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 2311
Re: Why no faster trains?
1)One of the "problem" with trains is that they require "pathfinding" which from what i understand is a "costly-one-time-request-that-need-to-finish-in-less-than-16-ms" to the CPU and that scale with the complexity of the network
I don't think trains need to find the optimal path every frame ...
- Thu Jun 19, 2025 10:20 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 2311
Why no faster trains?
Have the devs ever stated that they didn't want to have faster trains in the base game?
Obviously there are mods abundant that can do this but given the suspicious lack of base game means to make the trains faster.
In 1.1 Factorio there used to be a number of things that you get early and never ...
Obviously there are mods abundant that can do this but given the suspicious lack of base game means to make the trains faster.
In 1.1 Factorio there used to be a number of things that you get early and never ...
- Sat May 24, 2025 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Read Min/Max Spoilage Percentage from Storage
- Replies: 0
- Views: 459
Read Min/Max Spoilage Percentage from Storage
TL;DR
Optionally read spoilage percentage (either min or max) from storage instead of item count.
What?
When a belt/container is hooked up to circuit network you usually get the item count.
I think it would be beneficial if you had the option to read spoilage percentage instead, returning ...
Optionally read spoilage percentage (either min or max) from storage instead of item count.
What?
When a belt/container is hooked up to circuit network you usually get the item count.
I think it would be beneficial if you had the option to read spoilage percentage instead, returning ...
- Fri Mar 21, 2025 8:51 am
- Forum: General discussion
- Topic: Should Gleba and Vulcanus have been swapped?
- Replies: 3
- Views: 1589
Should Gleba and Vulcanus have been swapped?
Vulcanus is the planet closest to the sun, thus providing the best solar panels of any planet.
Except, a single Chemical Plant making steam from calcite and acid is outperforming them all.
Solar panels feel completely wasted on Vulcanus given how trivial it is to make power from steam turbines ...
Except, a single Chemical Plant making steam from calcite and acid is outperforming them all.
Solar panels feel completely wasted on Vulcanus given how trivial it is to make power from steam turbines ...
- Thu Nov 14, 2024 8:04 pm
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 17407
Re: Version 2.0.18
We actually got them... now we just need to convince the devs to give us longer underground connections for quality belts/pipes.
- Tue Nov 12, 2024 11:12 am
- Forum: Not a bug
- Topic: [2.0.15] Parameterized blueprint can set fluids in requester chest
- Replies: 1
- Views: 601
[2.0.15] Parameterized blueprint can set fluids in requester chest
When using the "Ingredient of:" parameter in a Requester Chest it can set the filter to a fluid.
11-12-2024, 12-09-59.png
11-12-2024, 12-11-01.png
Example Blueprint
0eNrFlN1qg0AQhV+lzPUa4voDEXrbB+htCcHoJB3QXbOupRJ89876lzYRQltK8UKcnXO ...
11-12-2024, 12-09-59.png
11-12-2024, 12-11-01.png
Example Blueprint
0eNrFlN1qg0AQhV+lzPUa4voDEXrbB+htCcHoJB3QXbOupRJ89876lzYRQltK8UKcnXO ...