... 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 ...
Search found 1092 matches: power priority*
Searched query: +power +priority*
- Sat Jul 19, 2025 1:22 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 69
- Views: 10154
- 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 ...
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: 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 ...
- 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 ...
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: 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 ...
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: 6289
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: 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 ...
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: 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 ...
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: 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 ...
- 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 ...
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 ...
- 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.
04-22-2025, 20-58-52.png
350 MW. Fusion power recommended.
- 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 ...
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 ...
- 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 ...
Although having tips and tricks about the ...
- 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 ...
This is how i ...
- 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 ...
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 ...
- 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 ...
Why
Space Platforms with Solar Panels, Accumulators, and Fusion Power. The current priorities ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...