... NVIDIA Control Panel settings: Forced use of high-performance NVIDIA processor for Factorio.exe. Also tried various combinations of settings (power management to maximum performance, priority to performance in 3D settings).
Launch parameters: Tried --force-opengl and --disable-audio. The ...
Search found 1102 matches: power priority*
Searched query: +power +priority*
- Sat Sep 06, 2025 3:36 pm
- Forum: Technical Help
- Topic: Silent crash on game load (no Windows Event Log errors). All standard fixes exhausted. Possible hardware conflict?
- Replies: 1
- Views: 143
- Wed Aug 27, 2025 8:29 am
- Forum: Not a bug
- Topic: [2.0.65] editor's extra entity settings gui does not play nice with character entities
- Replies: 1
- Views: 225
[2.0.65] editor's extra entity settings gui does not play nice with character entities
Extremely low priority, when you open a placed character that has a large inventory (either due to /cheat all and or power armor) some of the inventory slots become partially or completely obstructed, the extra settings window itself should just get a scroll bar at that point, feel free to move it to ...
- Tue Aug 26, 2025 4:02 pm
- Forum: Modding interface requests
- Topic: Add LuaEntity::pollute
- Replies: 3
- Views: 268
Re: Add LuaEntity::pollute
... target *pollution emitting* entities when going to attack somewhere.
If they didn't do this, they would attack anything you've built - rails, power poles, pipes, belts - as long as it was within some pollution cloud when they decided to attack they would attack it.
We specifically don't want ...
If they didn't do this, they would attack anything you've built - rails, power poles, pipes, belts - as long as it was within some pollution cloud when they decided to attack they would attack it.
We specifically don't want ...
- Tue Aug 19, 2025 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Show priority of train station in overview
- Replies: 2
- Views: 374
Re: Show priority of train station in overview
... to help gain visibility.
TL;DR
Add train station priority in the stations tab of the train overview.
What?
Train station priority is a powerful tool to manage large networks of trains and train stations, introduced for 2.0 https://factorio.com/blog/post/fff-395 . I personally use a ...
TL;DR
Add train station priority in the stations tab of the train overview.
What?
Train station priority is a powerful tool to manage large networks of trains and train stations, introduced for 2.0 https://factorio.com/blog/post/fff-395 . I personally use a ...
- Wed Aug 06, 2025 2:53 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 27681
Re: Ban quality modules from asteroid crushers
... difficulty. It's just... scale up nauvis.
Yeah? You can also scale up a planet and do upcycling there.
- Pre-Aquilo, the only scalable power source in space is nuclear. Sure, maybe I've already got the infra for sending nuclear fuel to space / other planets, but unlike fusion, I need way ...
Yeah? You can also scale up a planet and do upcycling there.
- Pre-Aquilo, the only scalable power source in space is nuclear. Sure, maybe I've already got the infra for sending nuclear fuel to space / other planets, but unlike fusion, I need way ...
- Wed Aug 06, 2025 1:30 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 27681
Re: Ban quality modules from asteroid crushers
... t exercise.
That not anything special about space casino platform difficulty. It's just... scale up nauvis.
- Pre-Aquilo, the only scalable power source in space is nuclear. Sure, maybe I've already got the infra for sending nuclear fuel to space / other planets, but unlike fusion, I need way ...
That not anything special about space casino platform difficulty. It's just... scale up nauvis.
- Pre-Aquilo, the only scalable power source in space is nuclear. Sure, maybe I've already got the infra for sending nuclear fuel to space / other planets, but unlike fusion, I need way ...
- Tue Aug 05, 2025 12:09 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 27681
Re: Ban quality modules from asteroid crushers
... problems with scaling that infra up - something that merely *importing* from other planets doesn't exercise.
- Pre-Aquilo, the only scalable power source in space is nuclear. Sure, maybe I've already got the infra for sending nuclear fuel to space / other planets, but unlike fusion, I need way ...
- Pre-Aquilo, the only scalable power source in space is nuclear. Sure, maybe I've already got the infra for sending nuclear fuel to space / other planets, but unlike fusion, I need way ...
- Tue Jul 29, 2025 11:28 pm
- Forum: Ideas and Suggestions
- Topic: Configurable process priority
- Replies: 4
- Views: 296
Configurable process priority
... what may lead to system instability) or by lowering priority of some other stuff below average.
Media streams actually don't need much processing power as mostly they just produce load spikes every time they need to refill frame buffer. So in essence they need brief intense I/O and calculations ...
Media streams actually don't need much processing power as mostly they just produce load spikes every time they need to refill frame buffer. So in essence they need brief intense I/O and calculations ...
- Tue Jul 29, 2025 4:35 pm
- Forum: Ideas and Suggestions
- Topic: To have "assembling-machine" entity type generate electricity
- Replies: 0
- Views: 257
To have "assembling-machine" entity type generate electricity
... per_tick = (4/60), --- fluid consumption. Game tick is 60 per second;
maximum_temperature = 5000, --- air temp is output amount for like speed or power;
},
{
type = "electric",
usage_priority = "secondary-output"
}
},
energy_usage = "2000kW", --- controls how much it needs to output max ...
maximum_temperature = 5000, --- air temp is output amount for like speed or power;
},
{
type = "electric",
usage_priority = "secondary-output"
}
},
energy_usage = "2000kW", --- controls how much it needs to output max ...
- Tue Jul 22, 2025 6:38 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 148
- Views: 26142
Re: How to upcycle?
... allows bioflux to be committed to other projects and it is a beautiful thing. Other secondary helpers on Gleba is jelly overages, the jelly can be power or spoilage, and recycling nutrients. I did not immediately realize it but turning 1 nutrient that's about to spoil into 2.5 good spoilage is huge ...
- Sat Jul 19, 2025 1:22 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 14369
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 ...
When seeds are added in, well they're ...
- Sun Jul 06, 2025 3:29 pm
- Forum: Ideas and Suggestions
- Topic: mass edit power pole connections with click and drag
- Replies: 3
- Views: 378
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 ...
With that in mind, designing game mechanics to actively encourage and make ...
- Fri Jun 20, 2025 10:18 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 27681
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 ...
- Sun May 18, 2025 10:23 am
- Forum: Combinator Creations
- Topic: A 100% Tileable and compact Omni Assembler!
- Replies: 0
- Views: 1516
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 ...
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 ...
- Fri May 16, 2025 3:07 am
- Forum: Gameplay Help
- Topic: An obscure circuitry behavior
- Replies: 9
- Views: 970
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 ...
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 ...
- Mon May 12, 2025 5:15 pm
- Forum: Releases
- Topic: Version 2.0.49
- Replies: 4
- Views: 6828
Re: Version 2.0.49
Was it a bug?Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.
That might be a nice feature for power source management for mods.
- Mon May 12, 2025 10:38 am
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 7154
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 ...
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 ...
- 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: 264
[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 ...
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 ...
- 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: 4081
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 ...
- 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: 4081
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 ...
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 ...