Search found 1550 matches
- Mon Jan 26, 2026 8:15 am
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 1192
Re: How to Read Power Levels and Usage on Circuit Network?
I find myself thinking that Satisfactory handles this issue way better, what with their priority breaker switches and such.
I don't see any issue in the first place. The factory grows, and so does power consumption. Any obsoleted power plant isn't enough as safeguard against brownouts. If you ...
- Sun Jan 25, 2026 6:03 pm
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 1192
Re: How to Read Power Levels and Usage on Circuit Network?
There is no means to read such statistical data into the simulation, and it's not possible in general to directly read power consumption of some factory part.
What you can do is adding a bunch of accumulators and check the charge. Whenever it is below 100, all connected power plants are at full ...
What you can do is adding a bunch of accumulators and check the charge. Whenever it is below 100, all connected power plants are at full ...
- Sun Jan 25, 2026 11:19 am
- Forum: General discussion
- Topic: I found the best "Nutrient from Spoilage" Setup
- Replies: 9
- Views: 1111
Re: I found the best "Nutrient from Spoilage" Setup
Stupid question: why is this relevant and worth researching?
As far as I understand, this recipe is meant for just for a few crafts (20-30?) for cold starting a stopped factory, so any kind of boost or efficiency isn't relevant. Afterwards the vastly more efficient "nutrients from bioflux" and ...
As far as I understand, this recipe is meant for just for a few crafts (20-30?) for cold starting a stopped factory, so any kind of boost or efficiency isn't relevant. Afterwards the vastly more efficient "nutrients from bioflux" and ...
- Fri Jan 23, 2026 2:53 pm
- Forum: Gameplay Help
- Topic: Uranium?
- Replies: 3
- Views: 362
Re: Uranium?
it would be ages away which makes me question how I would transfer energy and the resources used to mine the uranium.
How far is "ages away" for you? Did you build trains yet? Because for a decent railway infrastructure, you would create yourself some kind of schema how to build fast and far ...
- Tue Jan 20, 2026 12:49 pm
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 659
Re: Train Condition - Cargo Not Full
I have balancing at the loading station as well as at the unloading station, so this will correct itself or not show up to begin with. This is a major feature of a robust production chain start. I added explicit balancing, because full trains alone don't guarantee everything will stay balanced. Full ...
- Tue Jan 20, 2026 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 659
Re: Train Condition - Cargo Not Full
I have such a timeout, and the train will leave with partial cargo, and it will be unloaded along with all the other trains. There's no issue with a partially filled train showing up at unload once every few days. Or is there?
- Mon Jan 19, 2026 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 26
- Views: 5143
Re: Give agricultural towers separate circuit toggles for planting and harvesting
For my farms with circuit controlled harvesting, I see no need to ever deactivate planting seeds, because ripe fruits don't spoil as long as they are not being harvested. I harvest on demand, and there should be as many fruits available as possible, so all plants should have grown as much as ...
- Sun Jan 18, 2026 1:03 pm
- Forum: Gameplay Help
- Topic: Decider combinator, set recipe
- Replies: 5
- Views: 626
Re: Decider combinator, set recipe
If you switch recipes, you always have to implement a means to remove ejected ingredients. Usually, they're being removed along with the expected output, so you can filter them and feed them back to the input. You can also remove them with a dedicated inserter with a proper filter.
But trying to ...
But trying to ...
- Thu Jan 15, 2026 3:12 pm
- Forum: Gameplay Help
- Topic: Decider combinator, set recipe
- Replies: 5
- Views: 626
Re: Decider combinator, set recipe
what is the first valid recipe signal, or the first valid item signal, or the first valid entity signal
Signals have an internal sorting order. If you open the signal picker dialog, signals more to the left, more to the top have higher priority, and if they're on different tabs, signals on tabs ...
- Tue Jan 13, 2026 12:27 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 988150
Re: Should underground exits still allow one lane to pass? Mine don't
Do others see the same behaviour?
Yes, you describe how underground belts work and are supposed to work. This is no bug.
Your issue is that you expect the underground belt piece passes items straight to a belt piece on the opposite side. But it doesn't work like this. The underground pieces do ...
- Mon Jan 12, 2026 9:53 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 988150
Re: Simple Questions and Short Answers
May be the underground belt runs the wrong direction and tries to move pieces underground to the not existing exit. Press R over the underground belt piece to change the direction, so your piece becomes the exit and ejects the sideloaded items.
- Sat Jan 10, 2026 10:26 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 4955
Re: What to do in the Space Age post game?
both me and (seemingly) the topic starter are that kind of player. We want more time between when you obtain the full power and when the extrinsic motivation ends.
Yes, I'm not just bored or just expect to be entertained, but it's really difficult to come up with something meaningful later ...
- Fri Jan 09, 2026 1:33 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 93
- Views: 59893
Re: Defence economy balance
I haven't accounting the extra effort to synthesize coal yet. So it is fair to say it is more ineffective to apply flame throwers on gleba. That is why I call it fine as a specialized solution for nauvis.
You can just ship a rocket load full of crude oil barrels (100 barrels = 5000 crude oil ...
- Thu Jan 08, 2026 10:33 am
- Forum: Pending
- Topic: [2.0.72] Crash mass firing artillery
- Replies: 7
- Views: 723
Re: [2.0.72] Crash mass firing artillery
A properly cooled and not overclocked CPU doesn't age, extended uptime under high load doesn't matter for stability issues.
The thermal paste also doesn't really age. Some gamer website info suggest it could be changed after 2-3 years, but as far as my research and my experience goes, this is not ...
The thermal paste also doesn't really age. Some gamer website info suggest it could be changed after 2-3 years, but as far as my research and my experience goes, this is not ...
- Tue Jan 06, 2026 5:22 pm
- Forum: Gameplay Help
- Topic: how do i ssetup a circut to remove fluids?
- Replies: 9
- Views: 773
Re: how do i ssetup a circut to remove fluids?
I don't see a reason to void any fluid. Your problem usually doesn't come up on a Aquilo base. For every fluid, there is some recipe that consumes this fluid. The recipes are balanced in a way they will consume more than what is being produced.
About fluoroketone (cold) and fluoroketone (hot ...
About fluoroketone (cold) and fluoroketone (hot ...
- Mon Jan 05, 2026 1:58 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 4955
Re: What to do in the Space Age post game?
Quality as goal in itself is what I feel is lacking, tedious and no fun. I tried and started to build. It looks interesting at first, but if you look deeper, many interesting to get quality items have regular ingredients except one. That one cannot be just upcycled as intermediate, it has to be ...
- Sat Jan 03, 2026 10:46 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 45
- Views: 4221
Re: My space age review
remove the quality system entirely while maintaining balance in late game (my understanding is that space ships in late game need some high quality components like grabbers and recyclers to be viable).
All of Space Age is perfectly viable without quality. From the first rocket launch up to ...
- Fri Jan 02, 2026 6:38 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 4955
What to do in the Space Age post game?
I'm again at the end of a map: every tech unlocked, every planet has a decent and fully automated base, some levels of promethium science researched, interplanetary logistics established and stable.
The only thing not even started is quality. It's because it is the only thing in Factorio that's not ...
The only thing not even started is quality. It's because it is the only thing in Factorio that's not ...
- Fri Jan 02, 2026 3:29 pm
- Forum: Combinator Creations
- Topic: Five-in-a-row game, with deep-learning AI
- Replies: 29
- Views: 15208
Re: Five-in-a-row game, with deep-learning AI
I did it! I forgot about the inserter updates. There are no more filter and stack-filter-inserters in 2.0, and the stack inserter was renamed to bulk inserter. I used the cargo landing pad and the display panel as replacement signals.
This save and this blueprint definitely work with vanilla ...
This save and this blueprint definitely work with vanilla ...
- Thu Jan 01, 2026 4:02 pm
- Forum: Combinator Creations
- Topic: Five-in-a-row game, with deep-learning AI
- Replies: 29
- Views: 15208
Re: Five-in-a-row game, with deep-learning AI
I employed Chatgpt to get me a better signal replacement with a jq filter, and here are the results. I used shape-horizontal and shape-vertical as signal replacements for satellite and rocket-control-unit.
Save file for vanilla Factorio 2.0 with the imported blueprint, ingame game can be started ...
Save file for vanilla Factorio 2.0 with the imported blueprint, ingame game can be started ...