Search found 1561 matches
- Mon Dec 22, 2025 12:16 pm
- Forum: Gameplay Help
- Topic: how to make builder train
- Replies: 7
- Views: 1001
Re: how to make builder train
I want to implement a system where I place the necessary blueprints for that module into the signal, and the signal sends the required items to the Builder Train station at the constructed mall.
Then, using logistics robots, the items produced at the mall are loaded onto the train in the required ...
- Sun Dec 21, 2025 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1859
Re: Remove fast inserter
I don't understand why the game is better with the proposed changes. The proposal fails to explain this. For me, the changes appear as artificially limiting item capabilities for no reason. Not using an item is no reason, because there may be players who do use the item. This would be a game ...
- Sun Dec 21, 2025 12:17 pm
- Forum: Gameplay Help
- Topic: Circuited assembler
- Replies: 10
- Views: 1072
Re: Circuited assembler
Basically the predictable problem: it reaches the desired number of assembling machine 1, and switches to make assembling machine 2 now. Assembling machine 1 is inserted to create assembling machine 2, which takes it below the desired numbers of assembling machine 1, so it instantly changes back ...
- Sat Dec 20, 2025 10:47 pm
- Forum: Gameplay Help
- Topic: Better item quality question
- Replies: 2
- Views: 839
Re: Better item quality question
You're not alone with that feeling. In general, you're able to get items of a given quality by either directly crafting it (each recipe exists for all quality) or by crafting an item of lower quality (with the corresponding lower quality recipe) and get the chance of a higher quality item by having ...
- Sat Dec 20, 2025 10:50 am
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1859
Re: Replace inserter with fast inserter
The normal inserter has definitely multiple valid use cases.
it mirrors technical advancement that's going on with research, so it fits the simulation theme.
it uses less power and has less drain, so it's the best choice for inserters on your first space platforms and for every small insulated ...
it mirrors technical advancement that's going on with research, so it fits the simulation theme.
it uses less power and has less drain, so it's the best choice for inserters on your first space platforms and for every small insulated ...
- Thu Dec 18, 2025 6:39 pm
- Forum: Gameplay Help
- Topic: Inserters feeding into train act before station can report signals.
- Replies: 3
- Views: 649
Re: Inserters feeding into train act before station can report signals.
To avoid the train becoming full and an inserter with a full hand is staying full until the next train, you need to carefully include the train content into your calculation and set the stack size of any item an inserter should move into the train. The OP described how to do this: subtract current ...
- Thu Dec 18, 2025 6:26 pm
- Forum: Modding interface requests
- Topic: Enabling scripted saves in replay mode
- Replies: 3
- Views: 568
Re: Enabling scripted saves in replay mode
About the save game button being moved down when the galaxy of fame unlocks: I see in your ahk you're familiar with checking the screen for pixels of some given color. There is an anchor for the save game button: it's always 3 buttons down from the top menu entry. The top menu entry is the only one ...
- Tue Dec 16, 2025 9:38 pm
- Forum: Ideas and Suggestions
- Topic: Train Count without leaving train
- Replies: 7
- Views: 856
Re: Train Count without leaving train
The image in the other thread is a perfect example for the reason why stations should release a reservation only after the current train left the area.
It contains a station with a train limit of 3. The area provides exactly 3 places for a train: one the station itself, 2nd the train at the top and ...
It contains a station with a train limit of 3. The area provides exactly 3 places for a train: one the station itself, 2nd the train at the top and ...
- Mon Dec 15, 2025 2:00 pm
- Forum: Not a bug
- Topic: [2.0.72] Set recipe and Read ingredients are not isolated
- Replies: 4
- Views: 446
Re: [2.0.72] Set recipe and Read ingredients are not isolated
In your original save, what is being read as ingredient by one assembler is interpreted as item to craft by a connected assembler. That's not a bug, it's just the way the circuit network operates. You need to isolate this kind of output signal so it cannot reach any other machine that is set to set ...
- Sun Dec 14, 2025 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Add blueprint parameter for yields/recipe products
- Replies: 0
- Views: 431
Add blueprint parameter for yields/recipe products
TL;DR
In blueprint parameterisation, add the ability to add a reference to item yields and recipe products similar to as it is currently available for recipe ingredients.
What?
Some items are dependent on each other, for example seed, fruit, artificial soil, overgrowth soil. If overgrowth soil ...
In blueprint parameterisation, add the ability to add a reference to item yields and recipe products similar to as it is currently available for recipe ingredients.
What?
Some items are dependent on each other, for example seed, fruit, artificial soil, overgrowth soil. If overgrowth soil ...
- Tue Dec 09, 2025 7:10 pm
- Forum: Gameplay Help
- Topic: Phantom logistics numbers
- Replies: 4
- Views: 515
Re: Phantom logistics numbers
It is quite unusual to carry ammo to Fulgora just to send it to space platforms intended for Aquilo. Instead, you should design your platforms to craft ammo on the platform on the fly. With the Advanced Asteroid Processing research you get the ability to retrieve all required source materials from ...
- Tue Dec 09, 2025 5:08 pm
- Forum: Gameplay Help
- Topic: Phantom logistics numbers
- Replies: 4
- Views: 515
Re: Phantom logistics numbers
Fulgora cargo bay says:
Logistics storage: fluctuates between 18000-20000
This number is the cargo of this item in the space platforms in orbit. This is what is available for being dropped down to the planet. According to this, you have 18-20k ammo in your space platforms.
According to your ...
- Thu Dec 04, 2025 12:13 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 1228
Re: Combinators should not affected by freeze
I admit I don't get the point. I don't see a compelling reason for a balancing change. This would be for the whole player base, not just you alone. I am obsessed with circuits, all of my factories including the Aquilo base are heavily depending on circuits. There are numerous combinators controlling ...
- Thu Dec 04, 2025 11:13 am
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 1228
Re: Combinators should not affected by freeze
Your suggestions help identify (possible) freezing events and thus prevent them, but when one actually happens, these actions just don't have any direct help.
[...]
However, resuming an Aquilo base is much harder than bases on other planets. To resume an Aquilo base, you need to not only resupply ...
- Thu Dec 04, 2025 10:25 am
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 5612
Re: Clearly Marking AI Content
The main problem with AI content, other than it being unoriginal, is that it's easy to pump out en mass which buries non-AI content. This is why we need a filter. Case and point you've posted about 20 music packs made with AI which is almost a 3rd of the music packs on the portal.
I agree that I ...
- Wed Dec 03, 2025 2:54 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 1228
Re: Combinators should not affected by freeze
The combinators freeze and thus fail in a unpredictable order, thus makes the signal system's behavior totally unpredictable. What's more, when such failure is spotted by the player and they try to add more heat supply, they also unfreeze in a random order, still causing great trouble.
You ...
- Tue Dec 02, 2025 11:13 am
- Forum: Gameplay Help
- Topic: Splitter filtering multiple specific items of varying quality - possible?
- Replies: 2
- Views: 1132
Re: Splitter filtering multiple specific items of varying quality - possible?
Due to space constraints on fulgora I want to make as compressed of a setup as possible.
This means you want to build a bot based setup. Bots are able to sort items in (almost) zero time with zero space.
This is for normal quality only, but you get the idea.
https://forums.factorio.com ...
- Tue Dec 02, 2025 10:17 am
- Forum: Gameplay Help
- Topic: How can I get the distance travelled by space platform?
- Replies: 5
- Views: 3298
Re: How can I get the distance travelled by space platform?
I tried to integrate velocity to get the distance. It turns out the value is accurate enough to get a valid distance. The algorithm in the OP is correct; if it results in 8100 km for them when the distance is actually 15000 km, this is due to a bad implementation. If you do it right, the distance is ...
- Tue Dec 02, 2025 9:05 am
- Forum: Gameplay Help
- Topic: Interrupts and No Path to Destination
- Replies: 3
- Views: 705
Re: Interrupts and No Path to Destination
However, if there is a coal station with train limit > 0, but no path to it, the train will leave the station and then go to the depot. I don't want that! [...]
What can I change so that no train leaves a station to go somewhere where no path exists?
You try to handle an edge case. It's an ...
- Mon Dec 01, 2025 9:57 am
- Forum: Gameplay Help
- Topic: How to tackle Vulkanus
- Replies: 6
- Views: 1866
Re: How to tackle Vulkanus
Factorio is mainly about converting available resources to desired material. Usually it requires multiple transforms to get the desired items. So the task is to analyze available resources (ore, oil, lava, coal, ...) and see what you can do with that with the available recipes.
A few resources are ...
A few resources are ...