I finally got to play some factorio today, even though it's way too late for me to be awake xD I wish i had more time for myself
That's really interesting, because artificial and overgrowth soil can only be crafted on Gleba. You have to import biter eggs to Gleba to fertlize your farms with that ...
Search found 58 matches
- Thu Jan 29, 2026 11:32 pm
- Forum: General discussion
- Topic: I found the best "Nutrient from Spoilage" Setup
- Replies: 9
- Views: 988
- Mon Jan 26, 2026 10:43 pm
- Forum: General discussion
- Topic: I found the best "Nutrient from Spoilage" Setup
- Replies: 9
- Views: 988
Re: I found the best "Nutrient from Spoilage" Setup
I'm sorry if my comment offended you and I apologize. I was just surprised how there was such a thorough research about a thing I never even noticed, and I was curious what's it about.
That's what i tried to say, you didn't offend me and i don't want to be perceived as being defensive. Just ...
- Mon Jan 26, 2026 7:59 pm
- Forum: General discussion
- Topic: I found the best "Nutrient from Spoilage" Setup
- Replies: 9
- Views: 988
Re: I found the best "Nutrient from Spoilage" Setup
Stupid question: why is this relevant and worth researching?
As far as I understand, this recipe is meant for just for a few crafts (20-30?) for cold starting a stopped factory, so any kind of boost or efficiency isn't relevant. Afterwards the vastly more efficient "nutrients from bioflux" and ...
- Sun Jan 25, 2026 10:27 am
- Forum: This Forum
- Topic: Discussing Game Mechanics
- Replies: 2
- Views: 216
Re: Discussing Game Mechanics
Depending on what exactly you want to discuss about them, that could fit in balancing, ideas & suggestions, or gameplay help. If it doesn't fit in any of those, then yeah, general discussion would be the best place. Ultimately, if it's interesting the right people will find it :).
There is also a ...
- Sat Jan 24, 2026 11:14 pm
- Forum: This Forum
- Topic: Discussing Game Mechanics
- Replies: 2
- Views: 216
Discussing Game Mechanics
Hello there :)
Is there a dedicated Subforum for discussing Game Mechanics? The best i could find is "General Discussion", maybe that's my bad because that seems not very specific and Game Mechanics Topics could easily get lost.
If there really is no such Subforum, then i would kindly like to ...
Is there a dedicated Subforum for discussing Game Mechanics? The best i could find is "General Discussion", maybe that's my bad because that seems not very specific and Game Mechanics Topics could easily get lost.
If there really is no such Subforum, then i would kindly like to ...
- Sat Jan 24, 2026 8:21 pm
- Forum: General discussion
- Topic: I found the best "Nutrient from Spoilage" Setup
- Replies: 9
- Views: 988
I found the best "Nutrient from Spoilage" Setup
Hello fellow factorio engineers :D
This topic is about the "Nutrient from Spoilage" recipe which turns spoilage into 50% spoiled Nutrients.
This recipe can either be crafted in an assembling machine or in a biochamber.
The caveat is that the biochamber has an innate productivity boost, but it also ...
This topic is about the "Nutrient from Spoilage" recipe which turns spoilage into 50% spoiled Nutrients.
This recipe can either be crafted in an assembling machine or in a biochamber.
The caveat is that the biochamber has an innate productivity boost, but it also ...
- Wed Jan 07, 2026 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 970
Re: Saving Productivity per Recipe
I fully agree with the problem, but a hidden bar for each recipe does sound like a hell. My solution would be to add a "Read productivity bar progress" option and/or a checkbox for switching the recipe only if productivity bar progress is lower than productivity bonus given per craft. Ideally, it ...
- Wed Jan 07, 2026 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 970
Re: Saving Productivity per Recipe
If it feels punishing to use your brain, use it some more and set the switching to happen only when enough cycles has be produced to gain the extra product. Should be possible with some more circuit magic. I don't know exacly how mind you, but I sure it's possible.
"
Solving no Task will ...
- Wed Jan 07, 2026 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 970
Re: Saving Productivity per Recipe
Also i've had an additional thought here. What about introducing an alternative cost for automatically switching recipes? Like an electricity cost.
Oooh like when a roboport needs to recharge after a black out? That would make for some interesting builds!
I think you can leave the suggestion ...
- Wed Jan 07, 2026 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 970
Re: Saving Productivity per Recipe
If it feels punishing to use your brain, use it some more and set the switching to happen only when enough cycles has be produced to gain the extra product. Should be possible with some more circuit magic. I don't know exacly how mind you, but I sure it's possible.
"
Solving no Task will grant ...
- Mon Jan 05, 2026 9:10 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2644
Re: Automatic Pumpjack Beacon Placement
I am also unsure what you are referring to with `binary tree approach`.
I mean the approach to check every possible layout.
I call it the "binary tree" approach because that's what it builds. For every possible beacon to place, the final result either has this beacon placed or it doesn't. So it ...
- Mon Jan 05, 2026 5:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2644
Re: Automatic Pumpjack Beacon Placement
If you want this for a mod (or added to an existing one); calculating all possible layouts, then comparing them, from within the game, .. that's just unacceptably slow. It'd freeze the game completely. Unless you separate all the math in batches and run it as some sort of spread out routine (for ...
- Mon Jan 05, 2026 2:37 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2644
Re: Automatic Pumpjack Beacon Placement
I am personally the kind of player that would place 20 more beacons if it resulted in +1oil/second, even if i don't need it 
- Sun Jan 04, 2026 9:50 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 970
Re: Saving Productivity per Recipe
that would allow thing like charging your prod bonus with low cost rss than swap to high cost rss recipe and get extra item you don't deserve like legendary extra production. That a big no.
That is not true. Please read the original suggestion again.
One progress bar per recipe. Not one progress ...
- Sun Jan 04, 2026 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 970
Re: Saving Productivity per Recipe
If there was no penalty for switching recipes
Also i've had an additional thought here. What about introducing an alternative cost for automatically switching recipes? Like an electricity cost.
That would make more sense too, because it would be always there and explicitly stated. The player ...
- Sun Jan 04, 2026 3:11 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 970
Re: Saving Productivity per Recipe
I see where you are getting with this.
But the reality looks like this: "Oh i loose productivity with this? Then i will do a static factory forever."
There is no balance between productivity and on-demand crafting. A player will choose to do it static 99% of the time.
Because automatically ...
But the reality looks like this: "Oh i loose productivity with this? Then i will do a static factory forever."
There is no balance between productivity and on-demand crafting. A player will choose to do it static 99% of the time.
Because automatically ...
- Sun Jan 04, 2026 2:46 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2644
Re: Automatic Pumpjack Beacon Placement
What does "Most efficient" mean?
In an actual mod, it would probably be maximum oil per second.
Yes, I read that in earlier posts. But max oil doesn't change between 1 beacon affecting 3 pumps, or 3 beacons affecting 3 pumps (1 pump each), no? It's the same amount of oil. Or do you mean ...
In an actual mod, it would probably be maximum oil per second.
Yes, I read that in earlier posts. But max oil doesn't change between 1 beacon affecting 3 pumps, or 3 beacons affecting 3 pumps (1 pump each), no? It's the same amount of oil. Or do you mean ...
- Sun Jan 04, 2026 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 970
Saving Productivity per Recipe
TL;DR
Let every machine have one productivity progress bar per recipe instead of having a universal productivity progress bar that resets on a recipe switch.
What?
Current Behaviour
an electric smelter smelts an iron ore, increasing its productivity progress from 10% to 20%
the smelter ...
Let every machine have one productivity progress bar per recipe instead of having a universal productivity progress bar that resets on a recipe switch.
What?
Current Behaviour
an electric smelter smelts an iron ore, increasing its productivity progress from 10% to 20%
the smelter ...
- Sat Jan 03, 2026 8:27 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2644
Re: Automatic Pumpjack Beacon Placement
Just curious, what counts as "most efficient" layout?
Is the goal a few as possible beacons, or is the goal maximum beacons per pump? Or a sweet spot somewhere in the middle?
In my "proof-of-concept" program i go for maximum influence count, so a beacon affecting three pumps is three times more ...
- Fri Jan 02, 2026 11:34 am
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 2644
Re: Automatic Pumpjack Beacon Placement
This scoring method definitely always has a unique solution, but i think it cannot be easily expressed as a linear equation. Or maybe it can and i just can't see how.
Actually i did find a way to express the old scoring as a linear equation system as well. But the resulting matrix would be of ...