Fun fact, IIRC on the new fluid system, a single fluid port on any crafting machine can do a maximum of 6k fluid/second of throughput. So unless you're hitting that number consistently, per fluid input, it's not super relevant.
That being said - the new cryo plants have a whopping 8 module slots ...
Search found 216 matches
- Tue Feb 11, 2025 9:00 am
- Forum: Ideas and Suggestions
- Topic: Change ammonia rocket fuel recipe fluid inputs
- Replies: 5
- Views: 582
- Sat Feb 08, 2025 11:04 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 21
- Views: 2137
Re: [Suggestion/Comic] A Gleba productivity science would be nice
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Another point I couldn't fit into the comic, Vulcanus is so good at producing, well, EVERYTHING that a significant number of people would make it their hub world if it were not for the biolabs having to be on Nauvis, and Fulgora produces so many high quality byproducts ...
- Sat Feb 08, 2025 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Allow labs to share spoilage
- Replies: 8
- Views: 4896
Re: Allow labs to share spoilage
You can always do this number:
02-08-2025, 16-55-35.png
You can even fit beacons in the 4 corners there.
Also, by the time you get the 5th planet's science pack, you should absolutely be using biolabs from Gleba at that point. It's 5x5 instead of 3x3, which makes it way easier to route the I/O ...
02-08-2025, 16-55-35.png
You can even fit beacons in the 4 corners there.
Also, by the time you get the 5th planet's science pack, you should absolutely be using biolabs from Gleba at that point. It's 5x5 instead of 3x3, which makes it way easier to route the I/O ...
- Sat Feb 08, 2025 6:22 pm
- Forum: Energy Production
- Topic: 2x8 Zero-Waste Nuclear Powerplant
- Replies: 4
- Views: 2430
Re: 2x8 Zero-Waste Nuclear Powerplant
Updated design featuring an indicator LED, fewer combinators, lower target temperature (750), water pipes connected from one side to the other, and synchronized reactors to ensure neighbor bonus.
02-08-2025, 12-55-04.png
0eNrdfe1uXEmW3KsUCCz8hxzc/M5sbxtY7wewwGJ3sbOGAfcIQokqtQpLkZxisXvkgR7AD ...
02-08-2025, 12-55-04.png
0eNrdfe1uXEmW3KsUCCz8hxzc/M5sbxtY7wewwGJ3sbOGAfcIQokqtQpLkZxisXvkgR7AD ...
- Sat Feb 08, 2025 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Add "Connect To Logistic Network" To Requester Chests
- Replies: 10
- Views: 1623
Re: Add "Connect To Logistic Network" To Requester Chests
You can run a wire from the nearest roboport to your chest and set the roboport to "read logistic network contents" to achieve the same effect.
I could see a niche case though where you want to enable/disable via circuit network, and also enable/disable via logi network and have separate conditions ...
I could see a niche case though where you want to enable/disable via circuit network, and also enable/disable via logi network and have separate conditions ...
- Sat Feb 08, 2025 4:26 pm
- Forum: Ideas and Suggestions
- Topic: QOL: Time stamps for the ingame console.
- Replies: 5
- Views: 437
Re: QOL: Time stamps for the ingame console.
Please add UNIX time stamps to any entry in the console and let the client render those localized so we finally now when what happend.
I like to know when people connect / disconnect to my game because I often run the game idle in the background as a OP screen saver 🤣
(Watching trains doing their ...
- Sat Feb 08, 2025 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Night vision goggles should take up 1x1 slot instead of 2x2
- Replies: 4
- Views: 457
Re: Night vision goggles should take up 1x1 slot instead of 2x2
Counterpoint, Factorio is a video game where you can take dozens of rocket silos, and put them into your pocket.
- Sat Feb 08, 2025 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Night vision goggles should take up 1x1 slot instead of 2x2
- Replies: 4
- Views: 457
Night vision goggles should take up 1x1 slot instead of 2x2
TL;DR
Night vision goggles should take up 1x1 slot in your modular/power/mech armor, instead of 2x2.
What?
Belt immunity and portable solar panels are the only equipment in the game that take up a 1x1 armor slot. This often leads to a situation where despite having portable fission/fusion ...
Night vision goggles should take up 1x1 slot in your modular/power/mech armor, instead of 2x2.
What?
Belt immunity and portable solar panels are the only equipment in the game that take up a 1x1 armor slot. This often leads to a situation where despite having portable fission/fusion ...
- Sat Feb 08, 2025 3:40 pm
- Forum: Ideas and Suggestions
- Topic: Add button in toolbar to manually toggle belt immunity and NVGs
- Replies: 0
- Views: 186
Add button in toolbar to manually toggle belt immunity and NVGs
TL;DR
We have toolbar buttons to toggle on/off personal roboport and exoskeleton equipment. So why not also do this for belt immunity and night vision goggles?
What?
Anyone who's played Factorio to the point of getting modular armor has probably messed around with belt immunity and night vision ...
We have toolbar buttons to toggle on/off personal roboport and exoskeleton equipment. So why not also do this for belt immunity and night vision goggles?
What?
Anyone who's played Factorio to the point of getting modular armor has probably messed around with belt immunity and night vision ...
- Sat Feb 08, 2025 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Expanded logic handling for lamp colors
- Replies: 3
- Views: 364
Expanded logic handling for lamp colors
TL;DR
The new display panels allow a list of up to 100 conditions to change their display, so lamps should allow a list to change their color too!
What?
I think everyone can agree that lamps are great - whether you're lighting up your factory, or futzing around with the circuit network and want ...
The new display panels allow a list of up to 100 conditions to change their display, so lamps should allow a list to change their color too!
What?
I think everyone can agree that lamps are great - whether you're lighting up your factory, or futzing around with the circuit network and want ...
- Sat Feb 08, 2025 4:37 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.32] Desync when deleting pin attached to map tag in MP
- Replies: 1
- Views: 1539
[Rseding91] [2.0.32] Desync when deleting pin attached to map tag in MP
Hello,
I've been playing through SA with a friend of mine on a self-hosted dedicated server. The machine in question is a Proxmox VM running Windows 10 on an AMD FX-8350 and an old school Nvidia Quadro.
We had a desync when my friend deleted a pin that he had attached to a map tag. We suspect this ...
I've been playing through SA with a friend of mine on a self-hosted dedicated server. The machine in question is a Proxmox VM running Windows 10 on an AMD FX-8350 and an old school Nvidia Quadro.
We had a desync when my friend deleted a pin that he had attached to a map tag. We suspect this ...
- Fri Jan 17, 2025 7:52 pm
- Forum: Energy Production
- Topic: 2x8 Zero-Waste Nuclear Powerplant
- Replies: 4
- Views: 2430
Re: 2x8 Zero-Waste Nuclear Powerplant
If you get out of power, how do you start it ? (for example, production/delivery of Fuell Cells stops)
You can't, besides manual insertion. That's how nuclear power works in this game. You could do solar or steam engine power as a backup, which is what I'm doing.
Number of steam storages is ...
- Wed Dec 25, 2024 8:13 am
- Forum: Ideas and Suggestions
- Topic: [Space Age] Flamethrower ammo for Gleba
- Replies: 13
- Views: 2873
Re: [Space Age] Flamethrower ammo for Gleba
I should also mention - flamethrowers are not necessarily just a stop-gap. You can use them from the moment you unlock them all the way until the end of the game, and as long as you keep your turrets fueled, they'll keep roasting bugs and pentapods.
Whether or not you decide to supplement them with ...
Whether or not you decide to supplement them with ...
- Wed Dec 25, 2024 7:58 am
- Forum: Ideas and Suggestions
- Topic: [Space Age] Flamethrower ammo for Gleba
- Replies: 13
- Views: 2873
Re: Alternate recipe for flamethrower ammo
But how often do you actually need to do that? Not very. And for those occasions, a little manual importing won’t kill you. Even if you really want to avoid it at any cost, you could simply not use the flamethrower. You have bullets, explosives and lasers at your disposal, they’re all very ...
- Mon Dec 23, 2024 9:57 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Flamethrower ammo for Gleba
- Replies: 13
- Views: 2873
Re: Alternate recipe for flamethrower ammo
But flamethrower ammo is only for the handheld flamethrower. How much of that could you possibly need to use? Especially on Gleba, where you don’t need to expand due to your resources running out. I don’t think adding this tiny amount of recipe bloat would be worth it. Besides, the rifle and tesla ...
- Mon Dec 23, 2024 9:32 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Flamethrower ammo for Gleba
- Replies: 13
- Views: 2873
Alternate recipe for flamethrower ammo
TL;DR
Flamethrower fuel needs an alternate recipe for Gleba since there is no crude oil there - ideally this would be made from jelly or lubricant. Flamethrower turrets also need a locally sourced option for fuel, namely lubricant.
What?
Flamethrowers have had a complex relationship with ...
Flamethrower fuel needs an alternate recipe for Gleba since there is no crude oil there - ideally this would be made from jelly or lubricant. Flamethrower turrets also need a locally sourced option for fuel, namely lubricant.
What?
Flamethrowers have had a complex relationship with ...
- Sat Dec 21, 2024 11:10 am
- Forum: Gameplay Help
- Topic: Automatically melt water regardless of quality
- Replies: 14
- Views: 1680
Re: Automatically melt water regardless of quality
After taking another look at your setup there, I realize you don't even have quality ice.
The best way to melt all the ice on a belt as quickly as possible is just by having enough machines and/or speed modules to keep up with ice supply. Also note that it will back up if your water gets full.
The best way to melt all the ice on a belt as quickly as possible is just by having enough machines and/or speed modules to keep up with ice supply. Also note that it will back up if your water gets full.
- Sat Dec 21, 2024 11:07 am
- Forum: Gameplay Help
- Topic: Automatically melt water regardless of quality
- Replies: 14
- Views: 1680
Re: Automatically melt water regardless of quality
Without circuit network logic, you won't be able to dynamically set recipes. Your best bet will then be having at least one chem plant per quality type, then using filters on splitters to route the different quality ice.
I have to ask though why you're making quality ice to begin with. It is ...
I have to ask though why you're making quality ice to begin with. It is ...
- Sat Dec 21, 2024 10:54 am
- Forum: General discussion
- Topic: Space Age is the worst game ever
- Replies: 42
- Views: 22575
Re: Space Age is the worst game ever
My mans thinks you need a Ph.D. to build a competent space platform, laugh at this user
In all seriousness though, Space Age is everything I could have ever wanted Factorio to become, plus more. Every time I've landed on a new planet, for the first time, it felt like I was playing 0.X Factorio for ...
In all seriousness though, Space Age is everything I could have ever wanted Factorio to become, plus more. Every time I've landed on a new planet, for the first time, it felt like I was playing 0.X Factorio for ...
- Sat Dec 21, 2024 10:34 am
- Forum: Ideas and Suggestions
- Topic: Remove telescopic recipes of big drill, biolab and heat tower
- Replies: 19
- Views: 1982
Re: Remove telescopic recipes of big drill, biolab and heat tower
I'm going to have to disagree with OP here. I quite like sending all my excess mining drills that I'm no longer ever going to use off to Vulcanus where they can get upgraded into big drills. That's way more fun and rewarding than recycling them into scrap.
I think this suggestion is a very good ...
I think this suggestion is a very good ...