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.
Search found 421 matches: fish* inserter*
Searched query: +fish* +inserter*
- Tue Jul 22, 2025 4:20 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
Re: Let inserters place fish back into the water
- Mon Jul 14, 2025 9:20 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
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 ...
- Mon Jul 14, 2025 8:16 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
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.
- Mon Jul 14, 2025 6:59 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
Re: Let inserters place fish back into the water
@grungulon-what a reason
+1

+1
- Mon Jul 14, 2025 4:56 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
- Sat Jul 12, 2025 8:41 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
Re: Let inserters place fish back into the water
Made an account just to +1 this.
- Sat Jul 05, 2025 11:01 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
Re: Let inserters place fish back into the water
+1, It may also be useful to support quality entities as such.
- Sat Jul 05, 2025 10:43 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
- Sat Jul 05, 2025 10:42 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 8
- Views: 416
Let inserters place fish back into the water
As the humanitarians that factorio players are, I’d love to have the ability to return fish to the water (in reverse to the existing easter egg of taking them out the water :P )
this’d be personally useful for me, as i plan to have fish breeding be a part of a mod i am developing; and being able to ...
this’d be personally useful for me, as i plan to have fish breeding be a part of a mod i am developing; and being able to ...
- Thu May 08, 2025 12:14 am
- Forum: Questions, reviews and ratings
- Topic: Recommend mods
- Replies: 1
- Views: 1049
Re: Recommend mods
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 are familiar with the Mechanics that it adds - no Spoiler ...
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 are familiar with the Mechanics that it adds - no Spoiler ...
- Sun Apr 20, 2025 4:13 pm
- Forum: Ideas and Suggestions
- Topic: Demolisher Lobotomization
- Replies: 1
- Views: 310
Demolisher Lobotomization
TL;DR
Allow capture bot tech to work against Demolishers, letting engineers exploit their immense regeneration abilities.
What?
Demolisher Lobotomization would be a branch of capture bot tech that also requires Vulcanus as a dependency, obviously. As said in the TL;DR, unlocking it would ...
Allow capture bot tech to work against Demolishers, letting engineers exploit their immense regeneration abilities.
What?
Demolisher Lobotomization would be a branch of capture bot tech that also requires Vulcanus as a dependency, obviously. As said in the TL;DR, unlocking it would ...
- Thu Feb 20, 2025 12:37 pm
- Forum: Releases
- Topic: Version 2.0.35
- Replies: 16
- Views: 10006
Version 2.0.35
Minor Features
GUIs can now also be navigated with D-pad in controller input method.
Added drag-to-reorder to pins.
Added drag-to-reorder turret priorities.
Added drag-to-reorder to infinity chest filters.
Added drag-to-reorder to editor infinity filters.
Added drag-to-reorder to ...
GUIs can now also be navigated with D-pad in controller input method.
Added drag-to-reorder to pins.
Added drag-to-reorder turret priorities.
Added drag-to-reorder to infinity chest filters.
Added drag-to-reorder to editor infinity filters.
Added drag-to-reorder to ...
- Thu Feb 06, 2025 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
- Replies: 2
- Views: 2405
Re: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
Park guard: "Hey you, what are you doing with that fish? Fishing is forbidden here!"
Inserter: "I don't know. It just leaped into my hands. Must be an error in the system. I didn't do anything!"
Inserter: "I don't know. It just leaped into my hands. Must be an error in the system. I didn't do anything!"
- Thu Feb 06, 2025 7:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
- Replies: 2
- Views: 2405
Re: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
Thanks for the report. This is now fixed for the next release.
- Sun Feb 02, 2025 12:44 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
- Replies: 2
- Views: 2405
[2.0.32] Bulk Inserter Can Catch Fish Unpowered
Noticed on a factory I was in the middle of building that a bulk inserter was sitting there holdin a fish without power.
Put out a few more of them and sure enough..
I had not tried other types of inserters.
Put out a few more of them and sure enough..
I had not tried other types of inserters.
- Sun Dec 29, 2024 9:23 am
- Forum: General discussion
- Topic: What's your interplanetary logistics and Space Platform strategy?
- Replies: 22
- Views: 10415
Re: What's your interplanetary logistics and Space Platform strategy?
And how about importing Bioflux for Nauvis' captured biter nests or biochambers (fish breeding, wood processing, ...): Is that a thing? Are you doing that?
Do you do it with on a regular schedule or manually on demand? Did you setup your biochambers or biter nests very close to the cargo landing ...
- Thu Dec 26, 2024 12:27 pm
- Forum: Gameplay Help
- Topic: I tend to get stuck mid-game
- Replies: 19
- Views: 3509
Re: I tend to get stuck mid-game
For me, I even drop this game by 2-3 years because of complex blue science and stuff after.
Then, One day I decide I want 8 Hours speed run archeivement. So I start learning them again. I try build stuff in peaceful mode. And, after days of trying to design early-mid game BP for a bit. I decide to ...
Then, One day I decide I want 8 Hours speed run archeivement. So I start learning them again. I try build stuff in peaceful mode. And, after days of trying to design early-mid game BP for a bit. I decide to ...
- Sat Dec 21, 2024 2:44 am
- Forum: General discussion
- Topic: I beat space age! (long+opinions+feedback)
- Replies: 6
- Views: 2742
Re: I beat space age! (long+opinions+feedback)
I feel ya. Even on aspects where I might disagree, I can see where you're coming from on all of the above points. So on a few minor technical points...
I beat the game but I still haven't found a good solution how to manage the different asteroid percentages in different environments. It's ...
I beat the game but I still haven't found a good solution how to manage the different asteroid percentages in different environments. It's ...
- Fri Dec 20, 2024 1:18 pm
- Forum: General discussion
- Topic: I beat space age! (long+opinions+feedback)
- Replies: 6
- Views: 2742
I beat space age! (long+opinions+feedback)
:danger: SPOILERS!! (obviously) :danger:
Overall a definite 9/10, I'm here because of the small difference to perfection and because most "complaints" I have are just a few balancing issues (that maybe can be solved in 2.1 or something?) Except Aquilo.
The complaints are definitely complaints ...
Overall a definite 9/10, I'm here because of the small difference to perfection and because most "complaints" I have are just a few balancing issues (that maybe can be solved in 2.1 or something?) Except Aquilo.
The complaints are definitely complaints ...
- Wed Dec 18, 2024 3:45 pm
- Forum: Pending
- Topic: [2.0.13] Crash (TipsAndTricksItem::setStatus)
- Replies: 3
- Views: 855
[2.0.26] Crash DURING Startup (segfault?)
I was working on configuring my "py season 3" set of mods, hit the "confirm" button, and now my game crashes during startup, every single time.
Here is the log uploaded to the factorio modding discord. I can host it somewhere else if that doesn't work but it's actually the simplest option I could ...
Here is the log uploaded to the factorio modding discord. I can host it somewhere else if that doesn't work but it's actually the simplest option I could ...