Search found 574 matches
- Mon Nov 10, 2025 1:31 pm
- Forum: Not a bug
- Topic: [2.0.72] Passive provider to requester does deconstruct isntead of upgrade plan when force printing
- Replies: 2
- Views: 203
Re: [2.0.72] Passive provider to requester does deconstruct isntead of upgrade plan when force printing
I see, I get the point with the request space even though it feels a bit inconsistent to me overall. I will just work around this using set requests for my use case then. I think both bahaviors are totally valid, just felt like an oversight at first as the non requesting chest just upgrade plan. 
- Mon Nov 10, 2025 12:43 am
- Forum: Not a bug
- Topic: [2.0.72] Passive provider to requester does deconstruct isntead of upgrade plan when force printing
- Replies: 2
- Views: 203
[2.0.72] Passive provider to requester does deconstruct isntead of upgrade plan when force printing
Passive provider to requester does deconstruct isntead of upgrade plan when force printing with set requests
https://youtu.be/Z8OPzEM6qnA
https://youtu.be/Z8OPzEM6qnA
- Wed Nov 05, 2025 5:56 pm
- Forum: Duplicates
- Topic: [2.0.69] consumer of 2 power networks won't function until min consumption is met
- Replies: 2
- Views: 131
Re: [2.0.69] consumer of 2 power networks won't function until min consumption is met
Interesting. No fix is fine for me. I can just build the other network first.
Thanks for explaining!
Thanks for explaining!
- Wed Nov 05, 2025 5:18 pm
- Forum: Duplicates
- Topic: [2.0.69] consumer of 2 power networks won't function until min consumption is met
- Replies: 2
- Views: 131
- Wed Oct 29, 2025 1:22 am
- Forum: Ideas and Suggestions
- Topic: Default to ice platform + concrete when first arriving on Aquilo
- Replies: 5
- Views: 532
Re: Default to ice platform + concrete when first arriving on Aquilo
This is still a problem in every playthrough and people struggle to understand why they cannot force print on aquilo water.
- Tue Oct 28, 2025 12:24 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] Rocket cargo request sends below custom minimum payload
- Replies: 1
- Views: 346
[2.0.72] Rocket cargo request sends below custom minimum payload
Description:
When “Custom minimum payload” is checked, rockets sometimes launch with cargo below the defined limit.
Steps to reproduce:
Load attached savegames.
Platform 201 LDS → Custom minimum payload checked with 200
Platform 301 BC → Custom minimum payload checked with 300
Trigger launches ...
When “Custom minimum payload” is checked, rockets sometimes launch with cargo below the defined limit.
Steps to reproduce:
Load attached savegames.
Platform 201 LDS → Custom minimum payload checked with 200
Platform 301 BC → Custom minimum payload checked with 300
Trigger launches ...
- Wed Oct 22, 2025 8:00 pm
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 24
- Views: 10175
Re: Version 2.0.72
Awesome!FactorioBot wrote: Wed Oct 22, 2025 11:08 am Changes
- Decider combinator, arithmetic combinator and selector combinator are now primary energy consumers and have buffer size increased to make them more reliable in case of low power.
- Mon Oct 20, 2025 1:49 pm
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 19
- Views: 1496
Re: Increase Accumulator Maximum Output Rate
Quality accomulators not uncharging fast enough for the vulcanus night is an interesting point!
- Sat Oct 18, 2025 11:00 am
- Forum: Implemented Suggestions
- Topic: Give Combinators Higher Power Priority
- Replies: 12
- Views: 720
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Thank you <3 . Seemingly this is now also implemented. viewtopic.php?p=683167#p683167
- Sat Oct 18, 2025 10:58 am
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 19
- Views: 1496
Re: Increase Accumulator Maximum Output Rate
Silos are just one example. It basically is equally true for power spiked on space platforms and other peaking environments
Spite is a powerful motivator, so I thought to actually look more carefully at the rocket silo example.
A common quality accumulator stores 16.7 seconds of charge.
In my ...
Spite is a powerful motivator, so I thought to actually look more carefully at the rocket silo example.
A common quality accumulator stores 16.7 seconds of charge.
In my ...
- Sat Oct 18, 2025 10:56 am
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 19
- Views: 1496
Re: Increase Accumulator Maximum Output Rate
From the entity definition :
energy_source =
{
type = "electric",
buffer_capacity = "5MJ",
usage_priority = "tertiary",
input_flow_limit = "300kW",
output_flow_limit = "300kW"
},
5 Mega-Joules / 300 kilowatts * 60 Ticks per Second = 1000 Ticks at full drain
I think that the Accumulator's ...
- Sat Oct 18, 2025 10:53 am
- Forum: Not a bug
- Topic: [2.0.69] Combinators lose input signals under mild power shortage
- Replies: 5
- Views: 1063
Re: [2.0.69] Combinators lose input signals under mild power shortage
Amazing. Thanks you so much for listening to the feedback!
Yeah Rseding is right that this is not a bug, It just was not obvious to me as a reporter at that point. I didn't know of the technical background of 2 underlying priorities otherwise I would have reported it as a suggestion right away.
Yeah Rseding is right that this is not a bug, It just was not obvious to me as a reporter at that point. I didn't know of the technical background of 2 underlying priorities otherwise I would have reported it as a suggestion right away.
- Fri Oct 17, 2025 4:12 pm
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 19
- Views: 1496
Re: Increase Accumulator Maximum Output Rate
For something specific that high discharge rate would get in the way of....
On the Steam forums, someone developed an uninterruptable power supply: they added logic to a solar farm that ensured it would never deliver more power than it was rated for, so that during the night your factory can only ...
- Fri Oct 17, 2025 3:18 pm
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 19
- Views: 1496
Re: Increase Accumulator Maximum Output Rate
To put some numbers to it, I’d suggest increasing the accumulator max input / max output
from: 300 / 390 / 480 / 570 / 750 kW
to: 500 / 1000 / 1500 / 2000 / 3000 kW
for common / uncommon / rare / epic / legendary.
Right now, capacity and input/output rate scale differently with quality. This ...
from: 300 / 390 / 480 / 570 / 750 kW
to: 500 / 1000 / 1500 / 2000 / 3000 kW
for common / uncommon / rare / epic / legendary.
Right now, capacity and input/output rate scale differently with quality. This ...
- Fri Oct 17, 2025 2:29 pm
- Forum: Implemented Suggestions
- Topic: Give Combinators Higher Power Priority
- Replies: 12
- Views: 720
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Please de-merge my thread. The merged topic is about consistent behavior under low power, while this one concerns power priority imbalance. That’s not about update logic, it’s about priority. These are different issues and should be tracked separately.
Old threads suggestion: I propose that at the ...
Old threads suggestion: I propose that at the ...
- Thu Oct 16, 2025 3:07 pm
- Forum: Implemented Suggestions
- Topic: Give Combinators Higher Power Priority
- Replies: 12
- Views: 720
Re: Give Combinators Higher Power Priority
Thank you <3 
- Thu Oct 16, 2025 1:28 pm
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 19
- Views: 1496
Re: Increase Accumulator Maximum Output Rate
That does not change anything. First of all that is not enough, secondly the moment you have legendary accumulators you are using fusion everywhere already and wouldn't care. This usecase for spikes is usually about the stage where you start building up your planets.
- Thu Oct 16, 2025 12:57 pm
- Forum: Implemented Suggestions
- Topic: Give Combinators Higher Power Priority
- Replies: 12
- Views: 720
Give Combinators Higher Power Priority
Description:
When the factory’s power network runs slightly below full satisfaction (around 90%), combinators lose power much faster than other entities.
In this state, a decider combinator that should still have enough power begins missing input signals because its own power consumption drops to a ...
When the factory’s power network runs slightly below full satisfaction (around 90%), combinators lose power much faster than other entities.
In this state, a decider combinator that should still have enough power begins missing input signals because its own power consumption drops to a ...
- Thu Oct 16, 2025 12:51 pm
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 19
- Views: 1496
Increase Accumulator Maximum Output Rate
Accumulators currently have very limited use outside of Fulgora. There are situations where they would be ideal, such as covering the large power spike during a rocket launch on Gleba, but their maximum output rate is too low.
To handle that spike, it can take over 30 accumulators, even though the ...
To handle that spike, it can take over 30 accumulators, even though the ...
- Thu Oct 16, 2025 12:37 pm
- Forum: Not a bug
- Topic: [2.0.69] Combinators lose input signals under mild power shortage
- Replies: 5
- Views: 1063
Re: [2.0.69] Combinators lose input signals under mild power shortage
Thanks for the report however this is working as intended. Combinator use the secondary input priority and so other entities get power first before they do.
As far as I’ve ever known, they were not designed to be a critical part of anything.
Considering how little power combinators actually ...