Search found 1147 matches: power priority*

Searched query: +power +priority*

by XT-248
Tue Sep 22, 2026 7:31 am
Forum: General discussion
Topic: Quality levels completely break factory
Replies: 132
Views: 9371

Re: Quality levels completely break factory

... to get spoilage out. And that I can have construction bots clear any inventory, including a splitters hand. And then there's alarms on things like power which effect the entire operation.

As far as beacons go... well you have to manage how spoilage leaves a layout.

But then when quality comes in ...
by coffee-factorio
Tue Sep 22, 2026 1:09 am
Forum: General discussion
Topic: Quality levels completely break factory
Replies: 132
Views: 9371

Re: Quality levels completely break factory

... decide to get some good armor, so they make some modules and see "1% quality chance". "Ok, that's terrible, what am I suppose to do, make like 50 power armor mk2s and hope I get one at higher quality"?

And so you explain, no, you can do a recycler loop and upscale your resources and then build it ...
by XT-248
Fri Sep 18, 2026 12:08 pm
Forum: General discussion
Topic: Quality levels completely break factory
Replies: 132
Views: 9371

Re: Quality levels completely break factory

... mining drills, foundries, etc.
Space buildings: Asteroid collectors(!), crushers, cargo bays, etc.
Defensive buildings: Turrets, radars
Modules
Power production: Solar panels, accumulators, lightningrods/collectors, fission/fusion buildings


Essentially anything that cannot accept productivity ...
by pkoynov
Thu Sep 17, 2026 3:10 am
Forum: General discussion
Topic: No change to Quality Science in 2.1 ?
Replies: 11
Views: 2885

Re: No change to Quality Science in 2.1 ?

... conflict with the use of speed modules including in beacons, to allows some speed up.

Productivity modules disadvantage:
* Significantly increase power consumption.
* Doubles the slow-down compared to quality.

Quality module advantage:
* More science progress per rocket lunch / cargo capacity
* No ...
by Tertius
Fri Sep 11, 2026 11:21 am
Forum: Gameplay Help
Topic: Aquilo Accumulators Not Charging
Replies: 5
Views: 604

Re: Aquilo Accumulators Not Charging

The electric energy interface works like a big accumulator itself, and accumulators cannot charge accumulators.

By the way, as of 2.1 you're able to configure the power priority, so charging accumulators from the energy interface becomes available:
09-11-2026, 13-21-42.png
09-11-2026, 13-21-42.png (61.32 KiB) Viewed 439 times
by quineotio
Tue Aug 25, 2026 8:08 am
Forum: General discussion
Topic: 2.1 Review
Replies: 12
Views: 1674

2.1 Review

... to be able to see the combined energy usage of all entities in the energy usage graph.

EDIT EDIT: to clarify, it would be nice to see the overall power consumption on the same graph as the power consumers to get an idea of the ratio of power use. And also, it would be nice to be able to group ...
by coffee-factorio
Tue Aug 11, 2026 11:51 pm
Forum: Balancing
Topic: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war
Replies: 17
Views: 2688

Re: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war


A lot of good things imo, +1


I think your hearts in the right place. My version isn't much different:

I would focus on low power cost solutions, because the assumption I have (based on a 2.0 to 2.1 game I have) is that you essentially have an ambush condition. The pentapods essentially get the ...
by BHakluyt
Tue Jul 28, 2026 11:29 pm
Forum: Off topic
Topic: [F.3.3] Quantum Survival
Replies: 66
Views: 12237

Re: AI slop!? + Factorio = Quantum Survival?

... no....mall...lazy.bastard.mega.mall.3.0? Please think your thought clearly or consult offline infographic stash for cheat code wish.

...superpowershhh...shhh*it*man? ...supper powers...sloppifying...Superman!? Yes, unlock tech secret power to unlock super ability and mutational abilities and ...
by MeteorSwarm
Wed Jul 15, 2026 2:53 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.11] Roboport prototypes do not disable themselves upon running out of power.
Replies: 4
Views: 922

Re: [2.1.11] Roboport prototypes do not disable themselves upon running out of power.

... high",
scale = 1.5,
width = 37
}

Changing input flow limit back to default has already been confirmed to do nothing.
Changing minimum power consumption to a positive value rather than zero fixed the issue.

Revised reproduction instructions: Before performing the same instructions ...
by galacta_dm
Fri Jul 10, 2026 4:14 am
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 58
Views: 19472

Re: Experimental Biter expansion too strong

... positions. In several places, the result is that the defenses are effectively engaged in combat continuously.

The defenses have enough firepower that they are not in immediate danger of being completely destroyed, but I now receive damage alerts very frequently.

This is something I hardly ...
by MondSemmel
Wed Jul 01, 2026 9:56 am
Forum: Ideas and Suggestions
Topic: Lifechanger for early ghosts
Replies: 13
Views: 1446

Re: Lifechanger for early ghosts

... a beeline for construction robots because of how comparatively unusable / painful blueprints feel without them.

This falls in line with automatic power poles for max-distance (kovarex),
3) I'll add here that I was really confused by ghost behavior because I knew that I could place power poles by ...
by sarge945
Mon Jun 29, 2026 12:57 am
Forum: Ideas and Suggestions
Topic: Add missing Tips and Tricks
Replies: 1
Views: 395

Add missing Tips and Tricks

... Trigger Technologies
- Radar Channels (and surface vs universe). Also make sure to mention that radar signal transmission REQUIRES adequate power! This caught me off guard previously and I thought something was bugged with signal transmission, but I simply didn't have enough power.
- Fast ...
by usafphoenix
Sat Jun 27, 2026 1:44 am
Forum: Ideas and Suggestions
Topic: Simplify quality system
Replies: 10
Views: 1122

Re: Simplify quality system

... get higher quality items of (things that aren't intermediates). This is things like: asteroid collectors, armor and ammo, gun turrets and lasers, power poles, and electric furnaces, beacons and assemblers, inserters!!. Put a few quality modules in the assemblers crafting these and you don't "ruin ...
by burninghey
Wed Jun 24, 2026 2:51 pm
Forum: Translations
Topic: [2.1.7] missing localisations (german)
Replies: 4
Views: 1353

[2.1.7] missing localisations (german)

... and universe option

menu:
- recycle mod description
- input setting hotkey "visualize entity fluid pipelines"

factoriopedia:
- entity details "power required to heat"

platforms:
- request tooltip: "waiting on a higher priority request"
- setting import from "platforms"
- import from (unset ...
by FactorioBot
Tue Jun 23, 2026 9:43 am
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 228018

Version 2.1.7

... age] Storage tank fluid volume increases with quality.
[space-age] Cargo wagon inventory size increases with quality.
[space-age] Locomotive power and max speed increases with quality.
[space-age] Allowed placement of elevated rails over cargo bays and blocked them from receiving cargo pods ...
by mr00anderson
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: 9199

An Honest Review from a Modding Player — What Works, What Hurts, What Should Change

... design pillar:


Fulgora: storm intensification events. Heavy lightning that overwhelms standard lightning rod coverage and forces you to design power buffering and damage tolerance.
Aquilo: cold-snap events or asteroid bombardment from above. Punishes weak heating coverage and demands repair ...
by Tertius
Fri Mar 13, 2026 1:12 pm
Forum: Gameplay Help
Topic: Tips for Gleba?
Replies: 6
Views: 4115

Re: Tips for Gleba?

... Add a 3rd biochamber with jellynut to jelly. Now you have both mash and jelly and can start producing bioflux, but priority is to stabilize power production and your fruit farms!
If your platform is destroyed and cannot bring supplies from Nauvis, go to Nauvis with remote view and build ...
by meganothing
Wed Feb 04, 2026 12:44 pm
Forum: General discussion
Topic: My space age review
Replies: 63
Views: 19902

Re: My space age review


There is a gigantic difference between things failing at 80% power satisfaction vs 50% .

>This is similar to the real world. With a blackout/brownout, all kinds of funny stuff will happen with more advanced manufacturing control.

In my expert option, that's 100% nonsense. In the real world, things ...
by NineNine
Tue Feb 03, 2026 5:05 pm
Forum: General discussion
Topic: My space age review
Replies: 63
Views: 19902

Re: My space age review

... was that:

Thanks for the report however this is working as intended. Combinator use the secondary input priority and so other entities get power first before they do.

As far as I’ve ever known, they were not designed to be a critical part of anything.

WTF?????????? How is it acceptable ...
by sushi_eater
Tue Feb 03, 2026 2:47 pm
Forum: General discussion
Topic: My space age review
Replies: 63
Views: 19902

Re: My space age review

There is a gigantic difference between things failing at 80% power satisfaction vs 50% .

>This is similar to the real world. With a blackout/brownout, all kinds of funny stuff will happen with more advanced manufacturing control.

In my expert option, that's 100% nonsense. In the real world, things ...

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