Search found 22 matches
- Sun Sep 13, 2026 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Add "No Item" to Roboport requests
- Replies: 41
- Views: 2963
Re: Add "No Item" to Roboport requests
If the goal is to be able to set a roboport to purge itself of bots, I think it would be better to directly expose this as a feature rather than through "request no item". This is mostly for discoverability.
It never occurred to me that I could purge a roboport of bots by requesting 350 bots of a ...
- Mon Sep 07, 2026 6:14 pm
- Forum: Ideas and Suggestions
- Topic: Add "No Item" to Roboport requests
- Replies: 41
- Views: 2963
Re: Add "No Item" to Roboport requests
I feel you can use 2 different roboports to add bots in your network, one for logistic, one for construction , each with a request of 350 of their respective kind of bot, this way it's not possible for one kind of bot to nest in the wrong roboport and prevent the addition of new bots of of the ...
- Sun Sep 06, 2026 6:12 am
- Forum: Ideas and Suggestions
- Topic: Add "No Item" to Roboport requests
- Replies: 41
- Views: 2963
Re: Add "No Item" to Roboport requests
The first thing I tried was to set a request for Max 0 robots, and it didn't work. That would probably be the most obvious way to do it, since it mirrors how all other logistic requests work.
Yeah, the way the requests work is that defines the minimum request. Like, if you set "50 logistics ...
- Sat Sep 05, 2026 10:41 pm
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 72
- Views: 23995
Re: [raiguard][2.1.8] Fluid is not shared evenly
This would be an anti-pattern. Players shouldn't need to interact with the implementation details of the system.
Interacting with the implementation details of the system is most of the fun of Factorio in the long run...
But I thought about it some more and yeah that would be an anti-pattern ...
- Sat Sep 05, 2026 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Add "No Item" to Roboport requests
- Replies: 41
- Views: 2963
Add "No Item" to Roboport requests
Meta
Related but different prior suggestion; 689209
What?
nothingrobots.png
Why?
uncommonbots.png
Currently I use Uncommon Logistics Bots to force a Roboport to be empty.
This is the same underlying idea behind the Deconstruction Planner filter for Splitter trick; it's an impossible ...
Related but different prior suggestion; 689209
What?
nothingrobots.png
Why?
uncommonbots.png
Currently I use Uncommon Logistics Bots to force a Roboport to be empty.
This is the same underlying idea behind the Deconstruction Planner filter for Splitter trick; it's an impossible ...
- Sat Aug 29, 2026 1:03 am
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 72
- Views: 23995
Re: [raiguard][2.1.8] Fluid is not shared evenly
Would it be possible to add a radio button to the gui which toggles the fluid box between "Reserved" and "Shared"?
So in reserved mode, the fluid box dynamically changes size to one recipe instance, and in shared the fluid box is set to not hold any?
Or would that be too complicated?
Or have I ...
So in reserved mode, the fluid box dynamically changes size to one recipe instance, and in shared the fluid box is set to not hold any?
Or would that be too complicated?
Or have I ...
- Sat Aug 29, 2026 12:19 am
- Forum: Not a bug
- Topic: [2.1.17] Inserter switching does not work while horizontal.
- Replies: 3
- Views: 429
Re: [2.1.17] Inserter switching does not work while horizontal.
This is not a bug. Inserters can not be told to drop on far/near lanes. Only when the drop position is ambiguous can you set left/right drop positions.
I believe you have misread the post. The complaint is not about near/far lanes, it is about relative-left and relative-right lanes, precisely ...
- Fri Jun 06, 2025 2:08 am
- Forum: Ideas and Suggestions
- Topic: Slot Filter in Rocket Silo to allow LDS/RF/PU loading
- Replies: 0
- Views: 1335
Slot Filter in Rocket Silo to allow LDS/RF/PU loading
TL;DR
Add the existing mechanic for filtering the inventory of vehicles to the Rocket inventory in Rocket silos to allow Low Density Structure and Rocket Fuel and Processing Units to be loaded.
What?
Change the inventory slots in the Rocket silo to be filterable, same as a tank or car or cargo ...
Add the existing mechanic for filtering the inventory of vehicles to the Rocket inventory in Rocket silos to allow Low Density Structure and Rocket Fuel and Processing Units to be loaded.
What?
Change the inventory slots in the Rocket silo to be filterable, same as a tank or car or cargo ...
- Mon Nov 25, 2024 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Fish Breeding Productivity Research
- Replies: 7
- Views: 7562
Re: Fish Breeding Productivity Research
You missed one thing: A net positive nutrient loop using fish would allow local nutrient production on Nauvis. And right now, that’s deliberately impossible. Before release, fish breeding was done with tree seeds, allowing people to farm nutrients on Nauvis. But that was removed, and biter eggs ...
- Mon Nov 25, 2024 1:30 am
- Forum: Ideas and Suggestions
- Topic: Fish Breeding Productivity Research
- Replies: 7
- Views: 7562
Fish Breeding Productivity Research
TL;DR
Add a productivity research for Fish Breeding.
What?
1000*2^n
2000, 4000, 8000, 16000...
At an exponential cost of Automation, Logistics, Chemical, Production, Utility, Space, and Agriculture science, increase the productivity of the Fish Breeding recipe by 4%.
Why?
Fish Breeding was ...
Add a productivity research for Fish Breeding.
What?
1000*2^n
2000, 4000, 8000, 16000...
At an exponential cost of Automation, Logistics, Chemical, Production, Utility, Space, and Agriculture science, increase the productivity of the Fish Breeding recipe by 4%.
Why?
Fish Breeding was ...
- Wed Nov 20, 2024 2:23 am
- Forum: Duplicates
- Topic: [2.0.20] smart bot update doesn't consider bots running out of power
- Replies: 2
- Views: 1042
[2.0.20] smart bot update doesn't consider bots running out of power
Minor graphical quirk, bots who are using the smart bot updating mechanism (FF#421) which run out of power may visually rubberband back to their proper location after the step.
- Fri Jul 05, 2024 6:20 pm
- Forum: Modding interface requests
- Topic: Add Sprite4Way to ContainerPrototype
- Replies: 5
- Views: 2068
Add Sprite4Way to ContainerPrototype
TL;DR
Topic name.
What?
Add an optional entry of type Sprite4Way to ContainerPrototype, similar to how CombinatorPrototype has the "sprites" entry, which will override the "picture" entry if present.
I don't remember if the game already will allow rotating the collision box if the entity is non ...
Topic name.
What?
Add an optional entry of type Sprite4Way to ContainerPrototype, similar to how CombinatorPrototype has the "sprites" entry, which will override the "picture" entry if present.
I don't remember if the game already will allow rotating the collision box if the entity is non ...
- Mon Oct 26, 2020 9:01 pm
- Forum: Bob's mods
- Topic: [1.0] bugs and balance issues.
- Replies: 65
- Views: 51740
Re: [1.0] bugs and balance issues.
I have found a mod incompatibility.
RitnLib breaks bob ore generation. Worldgen simply does not create any bob ore patches.
There doesn't seem to be anything interesting at all in the factorio log but I'll include it for completeness.
I'll go digging to see if I can find anything in that mod.
RitnLib breaks bob ore generation. Worldgen simply does not create any bob ore patches.
There doesn't seem to be anything interesting at all in the factorio log but I'll include it for completeness.
I'll go digging to see if I can find anything in that mod.
- Sun May 03, 2020 9:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Multiplayer weird movement on belts
- Replies: 1
- Views: 3331
[0.18.22] Multiplayer weird movement on belts
This issue is in multiplayer, and only experienced by a client. The host does not see this, and this does not occur in singleplayer. Reproduced both on a public server and my friend hosting from his game.
- What did you do?
By placing Steel Chests and Transport Belts in the manner shown in the ...
- What did you do?
By placing Steel Chests and Transport Belts in the manner shown in the ...
- Thu Apr 30, 2020 9:39 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 513576
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
I'm considering making a mod which adds pollution to nuclear reactors and the like, and I want it to play nicely with other mods. Your mod sets the pollution modifier of thorium-fuel-cell to 5.0, which isn't necessarily a bad thing, but it does seem odd as that's the only fuel cell that this is ...
- Mon Apr 27, 2020 10:19 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 513576
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
I'm considering making a mod which adds pollution to nuclear reactors and the like, and I want it to play nicely with other mods. Your mod sets the pollution modifier of thorium-fuel-cell to 5.0, which isn't necessarily a bad thing, but it does seem odd as that's the only fuel cell that this is done ...
- Sun Apr 26, 2020 6:14 am
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 106278
Re: [0.18.x] Bob's Mods: General Discussion
Do you know where the Thorium Fuel Cell has the 500% pollution penalty specified? I can't seem to find it. I'm looking at making my own variant of polluting nuclear reactors, and I want it to play nicely, but, that means I have to find when and where that happens.
Or if that's not an intended ...
Or if that's not an intended ...
- Wed Mar 25, 2020 7:26 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 106278
Re: [0.18.x] Bob's Mods: General Discussion
Is it intended for the Fluid Burning Generators to not scale their fuel consumption in the same manner as the Fluid Burning Reactors?
What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units ...
- Wed Mar 25, 2020 5:56 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 513576
Re: MOD [ 0.17.x] Bio-Industries
__Bio_Industries__/control.lua:191: attempt to index global 'data' (a nil value)
This appears in 0.18 gameplay during the seed bomb explosion.
EDIT: It also causes all the saplings planted by the seed bomb to not grow, ever. Hand-planted saplings in the same area will grow, resulting in grown ...
This appears in 0.18 gameplay during the seed bomb explosion.
EDIT: It also causes all the saplings planted by the seed bomb to not grow, ever. Hand-planted saplings in the same area will grow, resulting in grown ...
- Wed Mar 25, 2020 5:27 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 106278
Re: [0.18.x] Bob's Mods: General Discussion
Is it intended for the Fluid Burning Generators to not scale their fuel consumption in the same manner as the Fluid Burning Reactors?
What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units per ...
What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units per ...