Claude Opus 5 helped me build this partial list
Cannot be emptied: 106 types
The game refuses to start without at least one prototype of each of these.
accumulator, arithmetic-combinator, arrow, artillery-turret, artillery-wagon, beacon, blueprint, boiler, burner-generator, car, cargo-wagon ...
Search found 439 matches: fish* inserter*
Searched query: +fish* +inserter*
- Wed Sep 09, 2026 3:13 am
- Forum: Modding interface requests
- Topic: Document prototype types allowed to be empty
- Replies: 1
- Views: 127
- Thu Sep 03, 2026 1:10 am
- Forum: Ideas and Suggestions
- Topic: Allowing reading machine input, output, & trash slots separately, or read fuel without rest of contents
- Replies: 29
- Views: 1936
Re: Allowing reading machine input, output, & trash slots separately, or read fuel without rest of contents
I think a worse case scenario is the fish breeding receipe because instead of 30 nutrient it requires 100, which makes the stack size of 5 insufficent to maintain the biochamber fully running. Nutrient economy on Nauvis is very different from nutrient economy on Gleba. On Gleba your best nutrient ...
- Mon Aug 31, 2026 10:10 am
- Forum: Ideas and Suggestions
- Topic: Allowing reading machine input, output, & trash slots separately, or read fuel without rest of contents
- Replies: 29
- Views: 1936
Re: Allowing reading machine input, output, & trash slots separately, or read fuel without rest of contents
Biochambers do not produce pollution but actually REMOVES it during their normal activity on Nauvis, when you cap their efficency with module, you also reduce this effect which is proportionnal to their energy consumption. If you want to keep low pollution generation, it appear counter ...
- Thu Jul 23, 2026 2:53 am
- Forum: Not a bug
- Topic: [2.1.12] Quality can't be applied to fish (entity)
- Replies: 2
- Views: 406
[2.1.12] Quality can't be applied to fish (entity)
As in title, I can't get quality fish (entity) by any means I know of. I've tried the following:
Placing legendary fish in water with the drop keybind (z)
Script creating fish with the following command: /c game.surfaces[1].create_entity{name = "fish", quality = "legendary, position = {0, 0 ...
Placing legendary fish in water with the drop keybind (z)
Script creating fish with the following command: /c game.surfaces[1].create_entity{name = "fish", quality = "legendary, position = {0, 0 ...
- Mon Jul 13, 2026 12:40 pm
- Forum: Releases
- Topic: Version 2.1.10
- Replies: 7
- Views: 9178
Version 2.1.10
Changes
Added several new notes to Miscellaneous Programmable speaker instrument. (https://forums.factorio.com/134325)
Renamed `Global` Programmable speaker playback mode to `Universe`. (https://forums.factorio.com/134370)
Blueprint parametrisation allows selecting recipe product as dependant ...
Added several new notes to Miscellaneous Programmable speaker instrument. (https://forums.factorio.com/134325)
Renamed `Global` Programmable speaker playback mode to `Universe`. (https://forums.factorio.com/134370)
Blueprint parametrisation allows selecting recipe product as dependant ...
- Fri Jun 26, 2026 4:56 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 73
- Views: 28256
Re: Friday Facts #444 - 2.1 Experimental release
Can you elaborate, please? I have some questions to the SA expansion too and base game is arguably more dense and well-thought to me, but I wonder what makes you unhappy about it.
I've written stuff elsewhere. This won't be comprehensive, but is an attempt to summarize and give some examples to ...
- Tue Jun 23, 2026 9:43 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 220370
Re: Version 2.1.7
Modding
Added mod dependency modifier "+", which marks the mod as optional but recommended. Mod gets enabled by default but can be turned off.
[space-age] Renamed recipe prototypes: "molten-iron" into "iron-ore-melting"; "molten-copper" into "copper-ore-melting".
Reworked recipe categories ...
Added mod dependency modifier "+", which marks the mod as optional but recommended. Mod gets enabled by default but can be turned off.
[space-age] Renamed recipe prototypes: "molten-iron" into "iron-ore-melting"; "molten-copper" into "copper-ore-melting".
Reworked recipe categories ...
- Tue Jun 23, 2026 9:43 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 220370
Version 2.1.7
Features
Added pumpjack and burner mining drill flipping.
Inserters can be flipped to make blueprint flipping reliable.
Circuit connectable entities with control gui on side now have settings groupped into "Input" and "Output" section.
Added option to select which wires (red, green or both ...
Added pumpjack and burner mining drill flipping.
Inserters can be flipped to make blueprint flipping reliable.
Circuit connectable entities with control gui on side now have settings groupped into "Input" and "Output" section.
Added option to select which wires (red, green or both ...
- Wed May 13, 2026 6:44 pm
- Forum: General discussion
- Topic: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
- Replies: 15
- Views: 8938
An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
Factorio: Space Age — A Late-Game Player's Review
A note before the review: I'm posting this on the Factorio forums because Steam's 8,000-character review limit can't accommodate the full content. My Steam review for the game links here for readers who want the complete write-up. If you arrived ...
A note before the review: I'm posting this on the Factorio forums because Steam's 8,000-character review limit can't accommodate the full content. My Steam review for the game links here for readers who want the complete write-up. If you arrived ...
- Tue Apr 28, 2026 12:33 pm
- Forum: General discussion
- Topic: What are your game/mods suggetions?
- Replies: 6
- Views: 1956
Re: What are your game/mods suggetions?
Previously - and these recommendations still hold! :-)
Howdy!
The official Space Age Expansion should be mentioned first and foremost as it is implemented as a set of "Official Mods" that enhance the Base Game through additional planets and mechanics. I am assuming that Readers of this Reply ...
Howdy!
The official Space Age Expansion should be mentioned first and foremost as it is implemented as a set of "Official Mods" that enhance the Base Game through additional planets and mechanics. I am assuming that Readers of this Reply ...
- Sun Mar 22, 2026 10:19 pm
- Forum: Ideas and Suggestions
- Topic: Allow Inserters to Collect Asteroid Chunks
- Replies: 0
- Views: 451
Allow Inserters to Collect Asteroid Chunks
As an alternative to the asteroid collector building, it would be nice if asteroid chunks could be picked up by an inserter collecting from the side/front of a space platform. This is the same idea as how inserters collect fish from the water.
The large collection area and central storage of ...
The large collection area and central storage of ...
- Mon Nov 24, 2025 8:10 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 42
- Views: 15184
Re: Gleba!
i really love gleba. i might even go there first in my next save, and enjoy the luxury of spidertron and advanced asteroid processing, get an early start on rolling q4 products... get a biter farm going... i've been dreaming of a space platform that imports fruit as freshly as possible, and produces ...
- Mon Nov 24, 2025 4:18 pm
- Forum: Combinator Creations
- Topic: Legendary fish breeder
- Replies: 1
- Views: 2376
Re: Legendary fish breeder
Thank you for this, I tested it yesterday and I got a legendary fish from the rare recipe after ages of not getting a second epic fish :lol:
It took me a while to get through the logic. So I see that you wait for 600 spoilage before activating the spoilage-to-nutrient recipe, but the fish breeder ...
It took me a while to get through the logic. So I see that you wait for 600 spoilage before activating the spoilage-to-nutrient recipe, but the fish breeder ...
- Mon Oct 13, 2025 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Keeping fish alive / placing fish in water
- Replies: 33
- Views: 14292
Re: Keeping fish alive / placing fish in water
There is also this thread: with the following quote:
Rseding91 wrote: Mon Jul 14, 2025 8:16 pmPutting fish back was an easter egg and at this point there is no desire to expand it into more code with more tests around inserters.
- Wed Sep 24, 2025 10:30 pm
- Forum: Questions, reviews and ratings
- Topic: List of complete overhaul mods that are supported in 2.0 / Space age?
- Replies: 2
- Views: 19327
Re: List of complete overhaul mods that are supported in 2.0 / Space age?
Previous discussion ; see “Overhaul Packs” below. Since this post was originally written the Space Exploration mod has been updated, although I have not tried it myself.
Good Luck!
The official Space Age Expansion should be mentioned first and foremost as it is implemented as a set of "Official ...
Good Luck!
The official Space Age Expansion should be mentioned first and foremost as it is implemented as a set of "Official ...
- Sun Sep 07, 2025 3:06 am
- Forum: General discussion
- Topic: Rank Planets for Quality, and say why you need the worst one
- Replies: 1
- Views: 3587
Re: Rank Planets for Quality, and say why you need the worst one
My take:
A: Space, Fulgora. They have the best recipes in the form of asteroid reprocessing and EM plant, in terms of yield / throughput. Fulgora is also good in the max-rare stage where you can wash for uncommon scrap and rare recycling results.
B: Vulcanus. It has the second-best recipes: lava ...
A: Space, Fulgora. They have the best recipes in the form of asteroid reprocessing and EM plant, in terms of yield / throughput. Fulgora is also good in the max-rare stage where you can wash for uncommon scrap and rare recycling results.
B: Vulcanus. It has the second-best recipes: lava ...
- Sun Aug 31, 2025 6:27 am
- Forum: General discussion
- Topic: New ideas after asteroid shooting UPS buff
- Replies: 9
- Views: 2771
Re: New ideas after asteroid shooting UPS buff
I don't think you'll like this idea:
Gleba biosulfur.
Join spoilage from overgrowth jellynut soil and bioflux upcycled from capture rockets to make legendary sulfur. As a note: it has to be quality done throughout the process, because if you just just those two upcycles you're probably going to ...
- Mon Jul 28, 2025 7:29 pm
- Forum: Ideas and Suggestions
- Topic: Automatic down quality in inserter.
- Replies: 5
- Views: 1149
Automatic down quality in inserter.
If a inserter found grab a legendary fish into a chest that every slot have a normal fish,
it down quality it and insertet a normal fish instead.
Or a inserter grab a rare iron gear wheel and insert into normal engine unit assembler
maybe also have a option in inserter to disable this feature.
why ...
it down quality it and insertet a normal fish instead.
Or a inserter grab a rare iron gear wheel and insert into normal engine unit assembler
maybe also have a option in inserter to disable this feature.
why ...
- Tue Jul 22, 2025 4:20 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 3214
Re: Let inserters place fish back into the water
That's fair, I will just continue to manually insert them. I love having absurd fish ponds.Rseding91 wrote: Mon Jul 14, 2025 8:16 pm Putting fish back was an easter egg and at this point there is no desire to expand it into more code with more tests around inserters.
- Mon Jul 14, 2025 9:20 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 3214
Re: Let inserters place fish back into the water
Putting fish back was an easter egg and at this point there is no desire to expand it into more code with more tests around inserters.
Thanks for the quick response, this makes total sense, just means it will need to be a janky script implementation, but since someone made a thread, figured its ...