It seems intended. Player and vehicle health pools are very different.
The shield can behave differently in two different applications without being a bug.
Feel free to put it in the bug forum if you really think that.
Search found 162 matches
- Mon Jul 20, 2026 4:37 pm
- Forum: General discussion
- Topic: Energy shields on tank or spidertron are bad.
- Replies: 12
- Views: 2529
- Mon Jul 13, 2026 3:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.1.9] Platform requests deadlock when switching to request from platforms
- Replies: 2
- Views: 494
Re: [Genhis][2.1.9] Platform requests deadlock when switching to request from platforms
Just saw it in the patch notes. Thanks! Happy to help 
- Tue Jul 07, 2026 9:33 pm
- Forum: General discussion
- Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
- Replies: 34
- Views: 4064
Re: Concrete should take 10 times less times to recycle or give back refined concrete loop
But from a neutral perspective on the architecture, the problem is that the "number of items per craft" in the recipe definition is being implicitly repurposed to become "how much harder this item is to recycle than it is to make." If the devs want concrete specifically to be 10x harder to recycle ...
- Tue Jul 07, 2026 7:28 pm
- Forum: General discussion
- Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
- Replies: 34
- Views: 4064
Re: Concrete should take 10 times less times to recycle or give back refined concrete loop
Absolutely not.
This complaint dominated discussion on Reddit for a while, and I have not heard a compelling reason beyond "I was using it before and now my factory doesn't work." That does suck, but it's not a balance argument.
I am currently processing something like 35+ stacked turbo belts of ...
This complaint dominated discussion on Reddit for a while, and I have not heard a compelling reason beyond "I was using it before and now my factory doesn't work." That does suck, but it's not a balance argument.
I am currently processing something like 35+ stacked turbo belts of ...
- Tue Jul 07, 2026 4:25 pm
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 6492
Re: We need to talk about the new fluid system
There is also a criteria D) which should be: Does it add an interesting challenge to the game?
It is very easy to say "well this mechanic is simple, maybe we could make an interesting puzzle out of it". It is very hard to propose a solution that actually does it.
Yes, D is another criteria ...
- Sun Jul 05, 2026 6:25 pm
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 6492
Re: We need to talk about the new fluid system
That's a good point for another discussion i feel, space casino were never "declared fun" or "made to be a thing" , it just became one, when often times developpers or players making suggestion really struggle to create engagment toward a mechanic they introduce, sometimes it's the reverse, it's ...
- Sun Jul 05, 2026 3:41 pm
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 6492
Re: We need to talk about the new fluid system
I think the thread lost its direction. IMHO sarge945 wanted to search for solutions, not argue about current vs. old fluid system.
Except for Panzerknacker it seems we all agree that the 1.1 fluid system had to go and the current system is better. And most of us think it would be even better ...
- Sun Jul 05, 2026 11:25 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 6492
Re: We need to talk about the new fluid system
it's a simple task to do that gets you to get to another interesting problem to solve, instead of the piping being an interesting problem to solve in itself.
Maybe this is where we agree to disagree. I think it's fine to be that way. The way it was before wasn't really complex either, at least ...
- Sat Jul 04, 2026 5:25 pm
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 6492
Re: We need to talk about the new fluid system
- The ability to use molten metal in a production base breaks the boring "main bus" paradigm. Instead of distributing vast belt lanes of plates and plate products, you just distribute molten metal and craft metal products on the spot where they are needed. This opens up variety vastly. Don't ...
- Thu Jul 02, 2026 6:10 pm
- Forum: General discussion
- Topic: Would disabling the production counters provide a measurable benefit?
- Replies: 8
- Views: 1216
Re: Would disabling the production counters provide a measurable benefit?
Tooltip contents aren't calculated unless you're actively holding the mouse over something.
Production statistics (the P GUI) are tracked as something happens. They aren't "expensive" but they aren't free. If they were simply disabled/removed it would have some small but non-zero speedup.
The ...
- Thu Jul 02, 2026 12:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.1.9] Platform requests deadlock when switching to request from platforms
- Replies: 2
- Views: 494
[Genhis][2.1.9] Platform requests deadlock when switching to request from platforms
Platform arrives at Vulcanus and requests 1k turbo belts from planet. Rockets are loaded. Switched to "request from platform." Loaded rockets on planet surface do not launch, but are full. The orbital buffer platform also does not supply the belts. Requesting platform is deadlocked "waiting for ...
- Wed Jul 01, 2026 4:30 pm
- Forum: General discussion
- Topic: Would disabling the production counters provide a measurable benefit?
- Replies: 8
- Views: 1216
Re: Would disabling the production counters provide a measurable benefit?
The built-in counters on each machine must consume some memory and CPU cycles. Are they a byproduct of something else that is required or can they be removed for getting the game costume a bit less resources?
Edit: Let me just clean up this post to avoid confusion.
If you mean the "products ...
- Wed Jul 01, 2026 12:35 pm
- Forum: General discussion
- Topic: I kinda hate Vulcanus
- Replies: 27
- Views: 4986
Re: I kinda hate Vulcanus
I spent a good chunk testing and bootstrapping the different planets to get express delivery, and I have to say, the bootstrap for Vulcanus is definitely interesting. (assuming you don't come in a drop a finished factory from orbit). I like how all the different systems play together when setting ...
- Sat Jun 27, 2026 6:51 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Ultimate scrap processor
- Replies: 2
- Views: 854
Re: Ultimate scrap processor
Note: I just realized that I left the solid fuel output belt rotated 90 degrees. That's an easy fix that I leave up to the end user. 
- Sat Jun 27, 2026 6:03 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Ultimate scrap processor
- Replies: 2
- Views: 854
Ultimate scrap processor
Here is my end-game scrap processor:
06-27-2026, 13-46-41.png
Blueprint is here: 0eNrtXVtvG8ly/isEnxJAdLqr+mogD3nIe4A8LgyDpsby5FCkwot9BEP/PUNRtsZk90xdqHOW3gALeCWR9U31pabq66rq79NPy33zsGlXu+n779PbZrvYtA+7dr2avp/+12a9aLbbZjsBZ/5tO2l3zf128nmzvp/YyXY3X/ytuZ3s9ptP68mnZrl7N/nPr83mcbLe7x72u8m/tKvFcn ...
06-27-2026, 13-46-41.png
Blueprint is here: 0eNrtXVtvG8ly/isEnxJAdLqr+mogD3nIe4A8LgyDpsby5FCkwot9BEP/PUNRtsZk90xdqHOW3gALeCWR9U31pabq66rq79NPy33zsGlXu+n779PbZrvYtA+7dr2avp/+12a9aLbbZjsBZ/5tO2l3zf128nmzvp/YyXY3X/ytuZ3s9ptP68mnZrl7N/nPr83mcbLe7x72u8m/tKvFcn ...
- Sat Jun 27, 2026 5:19 pm
- Forum: General discussion
- Topic: I kinda hate Vulcanus
- Replies: 27
- Views: 4986
Re: I kinda hate Vulcanus
Vulcanus trivializes vast swaths of metal-based industry. The question is whether the game is supposed to be about the things you can do when metals are trivial, or if that was still a large portion of the game and people have to come up with pet rules to keep it interesting.
It's OK if new ...
- Fri Jun 26, 2026 4:43 pm
- Forum: General discussion
- Topic: I kinda hate Vulcanus
- Replies: 27
- Views: 4986
Re: I kinda hate Vulcanus
It's also my less favorite planet, it's too easy and foundry make the game trivial
I don't mind the foundry, but I do agree that vulcanus overall doesn't really have a gimmick. That said...
To me, Vulcanus seems like it was designed as a sort of tutorial for the rest of the planets.
It has ...
- Fri Jun 26, 2026 1:34 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 73
- Views: 24013
Re: Friday Facts #444 - 2.1 Experimental release
If there's one big thing I'd like re: communication, its for Wube to explain what the intention for Factorio is, and explain design decisions, and do a post mortem about the design. Because you're asking for feedback, but from what I see you don't care at all about feedback and are just doing ...
- Wed Jun 24, 2026 6:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
- Replies: 8
- Views: 1863
Re: [2.1.7] Fulgora generates too much land on 2.0 saves
I just encountered this on a 2.0 save loaded in 2.1. New chunks have a lot of land that should probably be shallow oil.
- Tue Jun 23, 2026 10:12 pm
- Forum: Not a bug
- Topic: 2.1.7 Recyclers not using right side of belt
- Replies: 4
- Views: 634
Re: 2.1.7 Recyclers not using right side of belt
Thanks for the report however there are no bugs here. Unfortunately there are some behavior changes but it was simply not possible to not have any behavior changes, because keeping previous behavior would mean players will report broken blueprint flip and changing behavior means players will ...