Search found 61 matches
- Mon May 25, 2026 9:47 am
- Forum: Modding help
- Topic: Pump distance limit
- Replies: 4
- Views: 572
Re: Pump distance limit
Accidently I connected a refinery with a longer one, and even though the pipe section triggered an alert, the refinery received the oil, which was put in by an oil mine from the exact other end of the pipe.
If you let the refinery run for a bit, it will shut down eventually as the pipeline has ...
- Fri May 22, 2026 3:00 pm
- Forum: Modding help
- Topic: Pump distance limit
- Replies: 4
- Views: 572
Re: Pump distance limit
See https://lua-api.factorio.com/latest/types/FluidBox.html#max_pipeline_extent.
hey Loewchen, ty for your answer. I've created a mod where I've set this value for both normal and underground pipes. The visual feedback/alert in the game is properly triggered (i've set it to 33) when I use a ...
- Tue May 12, 2026 2:56 pm
- Forum: Modding interface requests
- Topic: Mesure PAUSE duration
- Replies: 4
- Views: 2285
Re: Mesure PAUSE duration
Bump on this. For me an event on `pause/resume` would be superb. I saw that Bob's similar request got put into won't-fix, however this one was still "open" so +1. Now my usecases:
As a gamer I rely heavily on pausing the game (i play on deathworld+++) to plan my next step. Pausing helps me to not ...
As a gamer I rely heavily on pausing the game (i play on deathworld+++) to plan my next step. Pausing helps me to not ...
- Mon May 11, 2026 1:08 pm
- Forum: Modding help
- Topic: How to detect gleba rain
- Replies: 0
- Views: 160
How to detect gleba rain
So I've checked out data-raw-planet prototype , and found how the gleba rain is generated. However I have trouble founding how it is applied. Is that inside the core game code maybe?
I saw that it is a player-effect , so maybe I could check if an effect is present with the proper name, to decide if ...
I saw that it is a player-effect , so maybe I could check if an effect is present with the proper name, to decide if ...
- Sun May 10, 2026 11:49 am
- Forum: Not a bug
- Topic: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
- Replies: 6
- Views: 2012
Re: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
I think I know what is going on and is easy to reproduce, same behaviour in 2.0.73.
If the time is paused but the game unpaused, the auto save functionality is still active and running. There is no "pause game" button in the editor time menu but a "pause time" button, therefore I think the ...
- Fri Mar 13, 2026 12:43 am
- Forum: Modding help
- Topic: Pump distance limit
- Replies: 4
- Views: 572
Pump distance limit
I was wondering if I could change the distance limit when pump is necessary to be added to a pipe line, however I didn't find any such value on the pump prototype, is it not possible to change that, or am I searching in the wrong place?
- Mon Sep 15, 2025 9:17 pm
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 67
- Views: 23277
Re: Increase cargo size for Legendary Cargo Wagons and Fluid Wagons
+1, also just generally (w/o considering quality) I feel like trains are weak compared to how cheap/fast belting is...
- Sat Sep 06, 2025 12:42 pm
- Forum: Show your Creations
- Topic: Marathon deathworld behemoth worms
- Replies: 3
- Views: 2635
Re: Marathon deathworld behemoth worms
Nice one, I've enjoyed reading through your story, it seems like a satisfying challenge!
All of my play-throughs are DWMs. I've noticed w/ forest start there is 0 struggle and while I don't use the "preview" when generating worlds, I like the concept to reroll to find a lucky-one. So I needed to ...
All of my play-throughs are DWMs. I've noticed w/ forest start there is 0 struggle and while I don't use the "preview" when generating worlds, I like the concept to reroll to find a lucky-one. So I needed to ...
- Fri Aug 29, 2025 1:18 pm
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 24736
Re: Status of 2.1?
+1, I would love an FFF whats happening these days inside the company.
- Thu Jul 17, 2025 7:51 pm
- Forum: Gameplay Help
- Topic: Did circular belts always halt on full load?
- Replies: 5
- Views: 1527
Did circular belts always halt on full load?
I haven't played in a while and I stumbled upon something weird (for me at least). When I just build a simple circular belt, entities stop moving if the belt gets to fully loaded state.
Reproduce:
1. build a simple circular belt (no beg, no end, as they are connected together forming a circle)
2 ...
Reproduce:
1. build a simple circular belt (no beg, no end, as they are connected together forming a circle)
2 ...
- Fri May 23, 2025 3:47 pm
- Forum: Balancing
- Topic: Landmines in the offense
- Replies: 19
- Views: 5493
Re: Landmines in the offense
+1 for this topic, landmines are way too overpowered, compared to how easy of a tech it is... also resource cost is super low.
Suggestion from OP makes also sense from biter role-perspective. Why would it attack a landmine? It does not create pollution, nor is it a direct threat, it's a stationary ...
Suggestion from OP makes also sense from biter role-perspective. Why would it attack a landmine? It does not create pollution, nor is it a direct threat, it's a stationary ...
- Tue Apr 29, 2025 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Make difficulty based achievements
- Replies: 10
- Views: 8063
Re: Make difficulty based achievements
tl;dr; Sorry for necrobump, +1 for this idea
(I've read in the guidelines that one should avoid opening up an idea w/ an existing thread.)
It would be superawesome to have (even the same) achievements per difficulty-preset . I think there is a pretty big hardcore player base for this game who ...
(I've read in the guidelines that one should avoid opening up an idea w/ an existing thread.)
It would be superawesome to have (even the same) achievements per difficulty-preset . I think there is a pretty big hardcore player base for this game who ...
- Thu Jan 23, 2025 3:41 pm
- Forum: Modding help
- Topic: Add resource cost for orbital drops.
- Replies: 0
- Views: 458
Add resource cost for orbital drops.
hi!
Idea : Implement necessary resource cost for orbital drops with a mod.
Background : Got zero exp with factorio-mod development, but have quite some, in general software development.
Need : I'm looking for some specific guidance what way could I implement this, maybe another mod did ...
Idea : Implement necessary resource cost for orbital drops with a mod.
Background : Got zero exp with factorio-mod development, but have quite some, in general software development.
Need : I'm looking for some specific guidance what way could I implement this, maybe another mod did ...
- Fri Nov 08, 2024 12:58 pm
- Forum: Not a bug
- Topic: [2.0.15] Items picked up from ground on space-stations vanish.
- Replies: 0
- Views: 759
[2.0.15] Items picked up from ground on space-stations vanish.
Repro:
1. Have an asteroid collector with some stuff in its inventory.
2. Place an inserter that picks up an item from the collector and puts it onto the space-station ground.
3. (Optional) Remove/rotate the inserter.
4. Use right-click to "pick-up" the item from ground.
Current behavior: item ...
1. Have an asteroid collector with some stuff in its inventory.
2. Place an inserter that picks up an item from the collector and puts it onto the space-station ground.
3. (Optional) Remove/rotate the inserter.
4. Use right-click to "pick-up" the item from ground.
Current behavior: item ...
- Fri Nov 08, 2024 12:40 pm
- Forum: Balancing
- Topic: Isn't mining in earth orbit too OP?
- Replies: 18
- Views: 13655
Re: Isn't mining in earth orbit too OP?
Evolution still happens regardless, especially on death world, so it's not like you get away completely for free.
Wait, are u saying that space mining increases evolution, even doe' no pollution happens? Or that during the time u build out the space-mining logic, evolution happens because of ...
- Fri Nov 08, 2024 6:21 am
- Forum: Balancing
- Topic: Isn't mining in earth orbit too OP?
- Replies: 18
- Views: 13655
Isn't mining in earth orbit too OP?
For me it seems, easy energy with solar power... no pollution/no-evolution, infinite supply, hence no need to relocate mines... I can just dropship down everything for 0-resources.
I haven't yet reached any other planet orbit, but ATM i'm kinda gave up because this, I lost motivation. :/
I haven't yet reached any other planet orbit, but ATM i'm kinda gave up because this, I lost motivation. :/
- Sun Oct 27, 2024 7:38 pm
- Forum: Gameplay Help
- Topic: Can you loose items to space?
- Replies: 4
- Views: 3313
Re: Can you loose items to space?
Other weird thing is, when I click left-icon on the output iron ore of a crusher, it goes straight into storage...why/how? I understand that the space platform itself is an electricity grid... but is it a transportation grid too?
Sorry, I don't wanna complain, but I loved that these details ...
Sorry, I don't wanna complain, but I loved that these details ...
- Sun Oct 27, 2024 7:21 pm
- Forum: Gameplay Help
- Topic: Can you loose items to space?
- Replies: 4
- Views: 3313
Can you loose items to space?
So I just have my first space stations...yaaay. I use an inserter to pickup an item (e.g. iron ore) from a crusher. The inserter has no destination to put it - there is space platform on its output - and when I now remove the inserter, the ore stays on the space platform. When I right-click the ore ...
- Tue Oct 22, 2024 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Can I cache the loading calculations?
- Replies: 1
- Views: 801
Can I cache the loading calculations?
With vanilla Space Age, the loading time takes quite much longer than before. Is there an option to somehow `cache` this process? I am okay, if I would need to do stuff manually (clear cache or whatever) if I add mods or anything...
- Sun Oct 20, 2024 1:25 pm
- Forum: General discussion
- Topic: Can i use space age with website buy with having base game on steam?
- Replies: 8
- Views: 8088
Re: Can i use space age with website buy with having base game on steam?
Maybe there is an option to claim a "website-key" from the base-game when I bought in on steam?
Yes you link your account on Factorio.com with your steam account and whichever way you buy it, you can use it both standalone and on steam.
ty, i'm gonna go with the website buy of SE then!