It's been this way for ages.
See, e.g.:
viewtopic.php?p=323365&hilit=side+loading#p323365
Search found 758 matches
- Wed May 14, 2025 8:22 am
- Forum: Gameplay Help
- Topic: is it normal for this to happen?(underground belt)
- Replies: 6
- Views: 1085
- Wed May 14, 2025 8:18 am
- Forum: Not a bug
- Topic: [2.0.49] Cliff Explosives estimate when deconstructing is wrong
- Replies: 3
- Views: 616
Re: [2.0.49] Cliff Explosives estimate when deconstructing is wrong
Are you thinking it should just show a lower estimate?
Or that it should actually calculate how many will be used?
If the latter, I wonder if it makes a difference what order they're destroyed in.
Certainly it would have a higher UPS cost than just showing the estimate.
Or that it should actually calculate how many will be used?
If the latter, I wonder if it makes a difference what order they're destroyed in.
Certainly it would have a higher UPS cost than just showing the estimate.
- Tue May 13, 2025 8:24 am
- Forum: Wiki Talk
- Topic: Factorio Wiki is down
- Replies: 5
- Views: 2203
Re: Factorio Wiki is down
It's up at the moment.
- Thu May 08, 2025 11:28 am
- Forum: General discussion
- Topic: The quality system needs a redesign
- Replies: 34
- Views: 8316
Re: The quality system needs a redesign
As soon as any quality above normal was available, I started using it judiciously. Higher-than-normal-quality mech armor still lets me add more equipment than normal mech armor. On Fulgora I made a rare car just for the hit points bonus, so it was less susceptible to lightning strikes while I was ...
- Sun May 04, 2025 11:48 am
- Forum: Ideas and Suggestions
- Topic: Rename Personal Roboport to Portable Roboport
- Replies: 1
- Views: 385
Re: Rename Personal Roboport to Portable Roboport
The Personal Roboport has been around since June 2015:
https://www.factorio.com/blog/post/fff-92
At the time it could only be inserted into the player's modular armor. And it's likely this is still its primary use, even though its functionality has expanded.
https://www.factorio.com/blog/post/fff-92
At the time it could only be inserted into the player's modular armor. And it's likely this is still its primary use, even though its functionality has expanded.
- Fri May 02, 2025 10:10 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 26567
Re: Version 2.0.46
It's great that you posted a summary of the actual changes! However...
This is wrong, as it fails to include the fact that it now crafts 2 red magazines at a time!
Per Magazine the change is:
Copper plates: 5 -> 1
Steel: 1 -> 0.5
Iron plates (in firearm magazine): Unchanged
Crafting time per ...
- Wed Apr 30, 2025 4:48 pm
- Forum: General discussion
- Topic: Quality killed this game for me
- Replies: 50
- Views: 11765
Re: Quality killed this game for me
WTF are Some of you talking about???
I don't get the anger.
There are two ways to get a legendary item: Through luck, from a lower-quality item build with quality modules; or through creating it from legendary components. You can do either one.
It's simple enough to create a set of assembly ...
- Tue Apr 29, 2025 11:25 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 26567
Re: Version 2.0.46
Balancing
Changed piercing ammo recipe to be cheaper.
wait, what is the new Recipe now? (for people who cant open the game right now)
Old:
1 firearm magazine
1 steel plate
5 copper plates
-> 1 piercing magazine
New:
2 firearm magazines
1 steel plate
2 copper plates
-> 2 piercing ...
- Tue Apr 29, 2025 6:14 am
- Forum: General discussion
- Topic: Quality killed this game for me
- Replies: 50
- Views: 11765
Re: Quality killed this game for me
No you cannot, Space Age depends on Quality.
Just tested, and you're right: If playing Space Age, it won't load without quality.
Quality is optional, though. One can choose not to research it and not to use it.
We have made it so that quality is 'invisible' in the game until quality modules ...
- Tue Apr 29, 2025 5:19 am
- Forum: General discussion
- Topic: Quality killed this game for me
- Replies: 50
- Views: 11765
Re: Quality killed this game for me
Quality is a mod.
You can turn it off.
You can turn it off.
- Thu Apr 17, 2025 11:47 am
- Forum: Ideas and Suggestions
- Topic: Hidden hotkey to restart the game, for mod developers
- Replies: 9
- Views: 1499
Re: Hidden hotkey to restart the game, for mod developers
You can also install a .zip version of the game so you don't have to run through Steam at all.
Sample link:
https://factorio.com/get-download/2.0.4 ... n64-manual
Sample link:
https://factorio.com/get-download/2.0.4 ... n64-manual
- Thu Apr 03, 2025 5:30 pm
- Forum: Ideas and Suggestions
- Topic: Heating tower: don't flash the "no fuel" icon when at max temp
- Replies: 11
- Views: 2390
Re: Heating tower: don't flash the "no fuel" icon when at max temp
Though the icon will still show up, you can stop it from flashing...
Uncheck the option below.
I agree, though, it does seem a bit silly that the heating tower is always warning about lack of fuel when it's by design that sometimes it has no fuel. (The nuclear reactors do the same thing, as I ...
Uncheck the option below.
I agree, though, it does seem a bit silly that the heating tower is always warning about lack of fuel when it's by design that sometimes it has no fuel. (The nuclear reactors do the same thing, as I ...
- Wed Apr 02, 2025 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Idea: Mark Drill etc. for Deconstruction Conditionally
- Replies: 5
- Views: 885
Re: Idea: Mark Drill etc. for Deconstruction Conditionally
It's been updated for Space Age:pioruns wrote: Wed Apr 02, 2025 1:15 pm Before SA, I used mod which marked mining drills for deconstruction when ore patch was empty.
https://mods.factorio.com/mod/AutoDeconstruct
- Mon Mar 31, 2025 4:40 pm
- Forum: Gameplay Help
- Topic: [SA] Quality railgun turrets: where...?
- Replies: 5
- Views: 878
Re: [SA] Quality railgun turrets: where...?
Why?NineNine wrote: Mon Mar 31, 2025 2:38 am but shipping fluoroketone in barrels to another planet seems a little crazy.
Clearly it's intended that you be able to do that, or it would be an unbarrelable fluid. There are some fluids in the game that you can't put in barrels, but fluoroketone isn't one of them.
- Mon Mar 31, 2025 3:21 pm
- Forum: General discussion
- Topic: Space Age feels too scripted
- Replies: 15
- Views: 7234
Re: Space Age feels too scripted
Use big miners with productivity modules and it'll last for gazillions of years.
- Sun Mar 30, 2025 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Construction bots should follow logistic chest priority (space age version)
- Replies: 5
- Views: 1127
Re: Construction bots should follow logistic chest priority (space age version)
Just to add documentation, here's what the wiki says about this:
https://wiki.factorio.com/Logistic_network#Construction
When construction robots want to build a ghost, they look for the chests that is closest to the ghost they want to build. The type of chest does not matter.[2]
That "2" links ...
https://wiki.factorio.com/Logistic_network#Construction
When construction robots want to build a ghost, they look for the chests that is closest to the ghost they want to build. The type of chest does not matter.[2]
That "2" links ...
- Sun Mar 30, 2025 4:21 pm
- Forum: Ideas and Suggestions
- Topic: For space platforms, logistics requests and construction requests should be two different things
- Replies: 0
- Views: 310
For space platforms, logistics requests and construction requests should be two different things
In my current Space Age game, I'm finding that a lot of my space platforms are getting stuck due to unfulfilled requests.
The trouble is, the actual unfulfilled requests are like the image below.
This isn't a logistics request; this is an automatic construction request because I told my platform ...
The trouble is, the actual unfulfilled requests are like the image below.
This isn't a logistics request; this is an automatic construction request because I told my platform ...
- Fri Mar 28, 2025 7:52 pm
- Forum: This Forum
- Topic: Why have Off Topic, then?
- Replies: 7
- Views: 1957
Re: Why have Off Topic, then?
No, this is stupid. There was no vitriol in what I wrote.
Remind me: How many pages did that Ukraine/Russia thread go?
Either have an Off Topic, or don't. If even Off Topic has to relate to Factorio somehow, then you need to rename it. "Tangential Topics" or something similar.
Remind me: How many pages did that Ukraine/Russia thread go?
Either have an Off Topic, or don't. If even Off Topic has to relate to Factorio somehow, then you need to rename it. "Tangential Topics" or something similar.
- Fri Mar 28, 2025 5:57 pm
- Forum: This Forum
- Topic: Why have Off Topic, then?
- Replies: 7
- Views: 1957
Why have Off Topic, then?
It seems that this topic got locked:
viewtopic.php?t=127812
Why was this locked?
What exactly is the point of having Off Topic, then?
Why not just get rid it?
viewtopic.php?t=127812
Why was this locked?
What exactly is the point of having Off Topic, then?
Why not just get rid it?
- Fri Mar 28, 2025 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Always show "Made in" when I hover
- Replies: 1
- Views: 390
Always show "Made in" when I hover
When I open the character screen and hover over the plastic bar, which has a red background, I can see that I can make it in a chemical plant or a cryogenic plant.
But when I hover over the electronic circuit, the "Made in" section doesn't appear. It would be helpful, though. While I can make an ...
But when I hover over the electronic circuit, the "Made in" section doesn't appear. It would be helpful, though. While I can make an ...