Search found 1092 matches: power priority*

Searched query: +power +priority*

by coffee-factorio
Sat Jul 19, 2025 1:22 am
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 69
Views: 10154

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

... you're reducing a layout by half to 2/3 size depending on your starting point. And that's just on ratios of material produced, once you factor in power layout size is improved even more (beacon power costs combined with more effective environment modules).

When seeds are added in, well they're ...
by Rseding91
Sun Jul 06, 2025 3:29 pm
Forum: Ideas and Suggestions
Topic: mass edit power pole connections with click and drag
Replies: 3
Views: 265

Re: mass edit power pole connections with click and drag

A small thing, performance wise the best for the game is “one huge electric network where everything always has power”. Not having power or going from having to not and back end up making the overall game performance worse.

With that in mind, designing game mechanics to actively encourage and make ...
by zig1000
Fri Jun 20, 2025 10:18 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 36
Views: 12060

Re: Ban quality modules from asteroid crushers

... WILL get the fun of dealing with the complexities those problems entail (all from the safety of my existing planets' infra and their already-solved power problems)! The fact that there's a *third* approach to quality for me to try to avoid solving the same classes of problems even more times, is not ...
by LewdFish
Sun May 18, 2025 10:23 am
Forum: Combinator Creations
Topic: A 100% Tileable and compact Omni Assembler!
Replies: 0
Views: 1082

A 100% Tileable and compact Omni Assembler!

... builds, but I felt that some of the builds weren't plug and play enough for my liking.

I mainly use it for malls but if made correctly you can power an entire mega base with this thing!(with smelteries dotted about inside the Omni Assembler block)

It cant build anything that requires fluids ...
by Yuki_Nagato
Fri May 16, 2025 3:07 am
Forum: Gameplay Help
Topic: An obscure circuitry behavior
Replies: 9
Views: 858

An obscure circuitry behavior

... to let them use the same combinator to share the constant without interference? (I think adding a diode is not worth it. It's bigger and consume power.)

Edit: I actually solved this specfic quirk and even saved one more wire color, I'll explain what happend when I have time to.
Edit 2: Finally I ...
by Hares
Mon May 12, 2025 5:15 pm
Forum: Releases
Topic: Version 2.0.49
Replies: 4
Views: 6289

Re: Version 2.0.49

Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.
Was it a bug?
That might be a nice feature for power source management for mods.
by FactorioBot
Mon May 12, 2025 10:38 am
Forum: Releases
Topic: Version 2.0.48
Replies: 9
Views: 6442

Version 2.0.48

... where they weren't meant to. (https://forums.factorio.com/128542)
Fixed ghosts were not showing wire connection areas properly for combinators and power switches when connecting wires.
Fixed LuaRadarControlBehavior was missing LuaControlBehavior fields.
Fixed a crash when interacting with ...
by RealK
Thu May 01, 2025 9:43 am
Forum: Assigned
Topic: [pard] [2.0.47] ElectricEnergyInterfacePrototype doesn't display power settings at Info Tooltip/Factoriopedia
Replies: 0
Views: 226

[pard] [2.0.47] ElectricEnergyInterfacePrototype doesn't display power settings at Info Tooltip/Factoriopedia

Hello,

I'm trying K2 for 2.0, just realized that Wind Turbine is not displaying the power production inside the Info Tooltip and Factoriopedia:

05-01-2025, 11-37-58.png

05-01-2025, 11-38-15.png

Seems ok once the turbine is built:

05-01-2025, 11-38-57.png

Entity prototype:


{
type ...
by Panzerknacker
Sat Apr 26, 2025 9:27 am
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 3484

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age

... can tell you from my own experience having solar the moment your rocket silo is built is not at all logical, you can get there very easy with steam power. I actually think me and OP's 'challenge' is a very normal way to play because the game is designed on purpose such that you open the techtree in ...
by Nataly171
Thu Apr 24, 2025 6:41 pm
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 3484

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age

... another suggestion (https://forums.factorio.com/viewtopic.php?t=119792) for the sake of having more options but otherwise I strongly agree.


More power production options could be nice to have, however keep in mind that even if solar panels weren't required on space platforms, they'd still be ...
by Tertius
Tue Apr 22, 2025 6:30 pm
Forum: Gameplay Help
Topic: Foundry logic for railgun shells
Replies: 15
Views: 1809

Re: Foundry logic for railgun shells

... pipe+belt contraptions. It's so depressing, if I compare this mess with the beautiful 4 foundry layout where you just connect some output with some input, no storage tanks, no trash handling, just input ingredients and output products.


04-22-2025, 20-58-52.png
350 MW. Fusion power recommended.
by konage
Fri Apr 18, 2025 8:44 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 4351

Re: Change huge asteroid explosive resistance to 100%

... place the damaged one closer to the railgun. It will always select the further one


That's the same argument as saying, my base produce enough power, the batteries are at 0.00001% at the end of the night every night because i'm megabasing, but 1 day out of 7 million days, biters attacks trigger ...
by SilentStorm
Wed Apr 09, 2025 11:44 am
Forum: General discussion
Topic: Severe lack of explanations in game!
Replies: 21
Views: 2951

Re: Severe lack of explanations in game!

... I get what you're saying, but there doesn't need to be an explanation of how to put down belts or that inserters put stuff onto a belt, or that power poles do transmit power to other buildings. All that is kind of self-explanatory and easily figured out.
Although having tips and tricks about the ...
by mmmPI
Wed Apr 09, 2025 5:58 am
Forum: Gameplay Help
Topic: Multiple Fluid Selector Circuitry
Replies: 33
Views: 3010

Re: Multiple Fluid Selector Circuitry

... if 0 fluid is at the max threshold when the current fuel dries up, it would select no following fuel, just wait for one to reach 25K, and meanwhile power would die. But it works like the wikipedia description of 1 trigger Schmitt. That's what i wanted to clarify regarding the naming.

This is how i ...
by SpaceCricket
Wed Apr 02, 2025 3:07 pm
Forum: Technical Help
Topic: [2.0.42] Lag with some graphics settings on Linux
Replies: 6
Views: 924

[2.0.42] Lag with some graphics settings on Linux

... security main restricted universe multiverse
Info:
Memory: total: 60 GiB note: est. available: 60.44 GiB
used: 10.31 GiB (17.1%)
Processes: 423 Power: uptime: 2h 52m states: freeze,mem,disk suspend: deep
wakeups: 0 hibernate: platform Init: systemd v: 255 target: graphical (5)
default ...
by dgnuff
Mon Mar 31, 2025 5:59 am
Forum: Ideas and Suggestions
Topic: Circuit Control for Fusion Reactors or Plasma Generators
Replies: 2
Views: 489

Circuit Control for Fusion Reactors or Plasma Generators

... the only thing that could be read is the fuel in a Fusion Reactor, and since they are self regulating we don't care about that. Just feed it Fusion Power Cells till it's full, and you're good to go.

Why

Space Platforms with Solar Panels, Accumulators, and Fusion Power. The current priorities ...
by kovarex
Wed Mar 19, 2025 1:55 pm
Forum: Minor issues
Topic: [2.0.14] Bots jumping / snapping backwards on Aquilo
Replies: 6
Views: 1462

Re: [2.0.14] Bots jumping / snapping backwards on Aquilo



Seems like it, but shouldn't running out of power immediately update the position to avoid such jumps?


The performance optimization means that it doesn't actually check the power level at every point. Seems like it's not checking for how much power is left until after it tries to subtract how ...
by Hares
Thu Feb 27, 2025 9:28 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.37] Display Panel map tag has lowest priority
Replies: 3
Views: 1972

[StrangePan][2.0.37] Display Panel map tag has lowest priority

Steps to Reproduce

Deploy a Display panel with "Show in chart"
Have recipe icons, power lines, and pipelines enabled
Add a map tag near it


Expected:

Map tag & display panel have the same draw priority


Actual:

Power lines have priority above all (ok)
Map tag has priority over ...
by JaJe
Fri Feb 21, 2025 8:08 pm
Forum: Ideas and Suggestions
Topic: Priority energy feature
Replies: 3
Views: 573

Re: Priority energy feature

... to have a check button on every building/inserter or slider of priority similar of what trains have for priority but to be a priority of power. Let's say the satisfaction of power is at red and almost nothing moves on the base due the underpower and all your base draw all the energy ...
by eugenekay
Thu Feb 20, 2025 4:26 pm
Forum: Ideas and Suggestions
Topic: Priority energy feature
Replies: 3
Views: 573

Re: Priority energy feature

... System ; it just happens that most machines and Inserters share the same Priority so that your factory slows down evenly when it runs out of power. In-Game, you can use a Power Switch (with an Accumulator and Circuit) to detect when your factory’s Power usage exceeds the available energy, and ...

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