Search found 67 matches
- Mon Feb 02, 2026 6:59 pm
- Forum: Balancing
- Topic: Underground Pipes should have reach increased by 1.
- Replies: 4
- Views: 525
Re: Underground Pipes should have reach increased by 1.
It would be funny if the recipe did match the underground length, but the argument that it would make all the buildings match up exactly is not great. This would lead future people to always build to grid, making posted designs even more samey than they are. If everything was 3x3 it would also make ...
- Sun Feb 01, 2026 10:38 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 40
- Views: 3556
Re: My space age review
If the point was to find the one optimal design that beats all, and you couldn't immediately find it. Sounds like a game worth buying. If you eventually found it and felt like that was the end, immediately quit retired champion. I really feel like maybe you missed a few things along the way ...
- Sat Jan 31, 2026 6:51 am
- Forum: Gameplay Help
- Topic: Insert a Processing Unit in the Rocket silo
- Replies: 19
- Views: 12828
Re: Insert a Processing Unit in the Rocket silo
When I first saw your screenshot, I despaired that you won't find a convenient way to load the processing units using inserters! The amount of bots to make sure things go smoothly looks excessive.
But you might be in luck: https://forums.factorio.com/viewtopic.php?t=132595
It's about quality ...
But you might be in luck: https://forums.factorio.com/viewtopic.php?t=132595
It's about quality ...
- Sat Jan 31, 2026 6:42 am
- Forum: Minor issues
- Topic: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
- Replies: 9
- Views: 2123
Re: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
The magic number for the needed digits of precision in C is DBL_DECIMAL_DIG from float.h
or std::numeric_limits<double>::max_digits10 in C++
which happens to be 17.
Though algorithms to get it smaller and still round trip conveniently exist in other languages, they usually fall back to arbitrary ...
or std::numeric_limits<double>::max_digits10 in C++
which happens to be 17.
Though algorithms to get it smaller and still round trip conveniently exist in other languages, they usually fall back to arbitrary ...
- Mon Jan 26, 2026 7:36 pm
- Forum: Fixed for 2.1
- Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
- Replies: 9
- Views: 1425
Re: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Also the uranium cannon shell and atomic bomb have a range modifier.There are some modded weapons already using this feature, but I think non-explosive tank cannon is the only ammo in vanilla game has this property.
- Mon Jan 26, 2026 7:18 pm
- Forum: General discussion
- Topic: Appreciation for better car snapping
- Replies: 2
- Views: 311
Re: Appreciation for better car snapping
Confirmed this is makes driving on straight "roads" much easier and doesn't interfere with any off grid driving that I've seen.
(Not to mention you can properly drive a car in multiplayer now, an unrelated bonus feature)
Great work for something seemingly so minor
(Not to mention you can properly drive a car in multiplayer now, an unrelated bonus feature)
Great work for something seemingly so minor
- Mon Jan 26, 2026 7:04 pm
- Forum: Duplicates
- Topic: [2.0.73] Artificial yumako soil can take prod modules.
- Replies: 1
- Views: 135
Re: [2.0.73] Artificial yumako soil can take prod modules.
Duplicates
123627
viewtopic.php?p=649527
for more on the reasoning behind the what can and can't take prod modules
viewtopic.php?p=671367
viewtopic.php?p=643332
123627
viewtopic.php?p=649527
for more on the reasoning behind the what can and can't take prod modules
viewtopic.php?p=671367
viewtopic.php?p=643332
- Sat Jan 24, 2026 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Let us dump fluids into corresponding oceans
- Replies: 7
- Views: 670
Re: Let us dump fluids into corresponding oceans
This is fascinating thanks. I retract the bit about throwing ice back. Which moves ice into the same category as throwing ammonia backThat means water is liquid when it is part of the solution, and freezes into ice when separated. If you throw ice into an ocean of solution, the ice will dissolve.
- Sat Jan 24, 2026 7:51 am
- Forum: Ideas and Suggestions
- Topic: Let us dump fluids into corresponding oceans
- Replies: 7
- Views: 670
Re: Let us dump fluids into corresponding oceans
Observations about this suggestion, which I boil down to ammonia at end...
In space age you get at least 4 new ways to destroy excess stuff so that couldn't be counted against the suggestion.
Dumping water back in the oceans or lakes, ok
Dumping lava back into the lava, ok
Dumping ammoniacal ...
In space age you get at least 4 new ways to destroy excess stuff so that couldn't be counted against the suggestion.
Dumping water back in the oceans or lakes, ok
Dumping lava back into the lava, ok
Dumping ammoniacal ...
- Thu Jan 22, 2026 8:36 am
- Forum: Gameplay Help
- Topic: Blueprint Parameters
- Replies: 1
- Views: 214
Re: Blueprint Parameters
This feature has been suggested elsewhere on the forum and doesn't seem to exist yet. But one thing you can do here is just "hardcode" the filters on one inserter to mash + jelly, the other one to both kinds of seeds. Then you only need 1 parameter to pick the recipe.
- Mon Dec 29, 2025 10:56 pm
- Forum: Fixed for 2.1
- Topic: half used science pack will always be recycled into 100% remains
- Replies: 6
- Views: 1688
Re: half used science pack will always be recycled into 100% remains
bug or feature ? 
- Sat Dec 27, 2025 7:30 am
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1598
Re: Remove fast inserter
I use slower inserters in cases where I want a split with a very small overflow threshold.
Certain factory blueprints don't benefit from faster inserters, so don't need them, making them cheaper to build.
The slower inserters famously use less electricity, so they can compete when the object is to ...
Certain factory blueprints don't benefit from faster inserters, so don't need them, making them cheaper to build.
The slower inserters famously use less electricity, so they can compete when the object is to ...
- Tue Dec 09, 2025 7:29 am
- Forum: Ideas and Suggestions
- Topic: Solenoid valve
- Replies: 6
- Views: 788
Re: Solenoid valve
The regular pump can be connected to the circuit network to enable or disable on condition. But it only lets the fluid flow one direction, and throttles the flow to 1200/s or more likely less
- Sat Dec 06, 2025 8:14 pm
- Forum: Ideas and Suggestions
- Topic: [Switch] split-screen multiplayer
- Replies: 4
- Views: 1521
Re: [Switch] local multiplayer
Maybe change this to "couch coop / split screen"
- Fri Dec 05, 2025 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Belt upgrade planner
- Replies: 3
- Views: 449
Re: Belt upgrade planner
Sounds interesting but gameplay tip, you can put your saved upgrade planners in the B menu for later playthroughs, to avoid ever clicking 3 times again
- Fri Dec 05, 2025 6:43 pm
- Forum: Wiki Talk
- Topic: Train status icons
- Replies: 0
- Views: 478
Train status icons
I looked around the wiki looking for a table of train status icons, such as Zzz, and their meaning. If it's not anywhere right now, would be nice to add it to the locomotive page?
- Fri Dec 05, 2025 6:39 am
- Forum: Ideas and Suggestions
- Topic: Fulgora bootstrap
- Replies: 7
- Views: 1886
Re: Fulgora bootstrap
I bootstrapped myself on fulgora twice, and this most recent time I found myself not knowing how to fuel the stone furnace to get bricks! I spent a whole minute not remembering you get solid fuel from recycling scrap!
It was fun, don't fix.
It was fun, don't fix.
- Wed Dec 03, 2025 6:42 am
- Forum: Balancing
- Topic: Moving Green Belts to Gleba
- Replies: 14
- Views: 3283
Re: Moving Green Belts to Gleba
I got the impression that Vulcanus was associated with speed, like Mercury is. Fast day night cycle, speed module 3 is unlocked, turbo belt unlocked. And the steam recipe you can use there is ridiculously fast. The foundry has a default crafting speed of 4x (!)
Meanwhile the recipes on Gleba are ...
Meanwhile the recipes on Gleba are ...
- Tue Dec 02, 2025 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Disable damage alerts for specific spaceships/surfaces
- Replies: 2
- Views: 445
Re: Disable damage alerts for specific spaceships/surfaces
Ships "designed" to get damaged and continually repair themselves is similar to a defense wall on a planet which is continually supplied by repair packs. Seems like they'd both satisfy this desire to disable their damage warning, or neither.
Since the warning becomes kind of pointless in both cases ...
Since the warning becomes kind of pointless in both cases ...
- Fri Nov 21, 2025 9:36 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 433
- Views: 156059
Re: Gleba has killed the game for me.
There are many strategies on this planet. It sounds like you tried a few that didn't work.
1. Building the factory incrementally without fully planning everything out. You can still do this on gleba. Assuming you want "stuff on the belt" all the time, the most obvious way will just lead to more ...
1. Building the factory incrementally without fully planning everything out. You can still do this on gleba. Assuming you want "stuff on the belt" all the time, the most obvious way will just lead to more ...