It seems you want an ordinary multi item train, and control with constant combinators what to load, and provide the items to load with the logistic network.
That's exactly what I meant that took me a very long time to get right, and if you want my solution proposal, here it is. It's a completely ...
Search found 1472 matches
- Sat Nov 22, 2025 12:32 pm
- Forum: Gameplay Help
- Topic: Fulgora train challenge, need a better engineer then myself!
- Replies: 10
- Views: 478
- Fri Nov 21, 2025 11:19 am
- Forum: Gameplay Help
- Topic: Fulgora train challenge, need a better engineer then myself!
- Replies: 10
- Views: 478
Re: Fulgora train challenge, need a better engineer then myself!
You don't need to bring back items for rocket launch. Just build additional rocket silos in your other islands. The only thing you cannot do is to build multiple cargo landing pads for receiving items from platforms.
It might be easier to ship ingredients instead of shipping products, because there ...
It might be easier to ship ingredients instead of shipping products, because there ...
- Thu Nov 20, 2025 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Entity contents to circuit network optionally as negative values
- Replies: 2
- Views: 474
Re: Entity contents to circuit network optionally as negative values
Yes, would be nice to have, however it's a non essential feature that competes with other feature requests enhancing the circuit network. You cannot include all those features, because feature creep would make it all too big and too confusing to configure. People already struggle with understanding ...
- Thu Nov 20, 2025 12:33 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 10
- Views: 553
Re: Gleba!
Please don't merge this thread. I never posted in that other thread because of its inherent negativity and toxicity, instead I used the other now forgotten "good" threads about Gleba, because I have only good things to say about Gleba.
For me it was a pleasure to start with Gleba after my 1st ...
For me it was a pleasure to start with Gleba after my 1st ...
- Sun Nov 16, 2025 11:15 am
- Forum: Off topic
- Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
- Replies: 12
- Views: 8580
Re: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
In case someone stumbles upon this thread and wants to learn about about signal and item ordering, which the OP failed to explain, see the explanation in the preface of this combinator cookbook: https://forums.factorio.com/viewtopic.php?t=124776
What still amazes me most is that Copilot claims ...
What still amazes me most is that Copilot claims ...
- Sun Nov 09, 2025 5:52 pm
- Forum: Gameplay Help
- Topic: Parametric Signals - Is there a bug, or am I misunderstanding them?
- Replies: 25
- Views: 1238
Re: Parametric Signals - Is there a bug, or am I misunderstanding them?
This actually happens:
when the game engine is about to check and process the interrupts, before processing the first interrupt, it creates one replacement for each of the 4 wildcards and stores these 4 replacements.
for the circuit wildcard, it looks into the current circuit connection of the ...
- Sat Nov 08, 2025 9:47 am
- Forum: Gameplay Help
- Topic: Parametric Signals - Is there a bug, or am I misunderstanding them?
- Replies: 25
- Views: 1238
Re: Parametric Signals - Is there a bug, or am I misunderstanding them?
For the moment, forget the wildcard popup description. Just remember what we all observed as game behavior. This thread and all other observations.
This actually happens:
when the game engine is about to check and process the interrupts, before processing the first interrupt, it creates one ...
This actually happens:
when the game engine is about to check and process the interrupts, before processing the first interrupt, it creates one ...
- Fri Nov 07, 2025 9:22 am
- Forum: Gameplay Help
- Topic: Spaceships interrupts don't interrupt...
- Replies: 4
- Views: 417
Re: Spaceships interrupts don't interrupt...
If a platform currently has the shattered planet as destination, the condition for that schedule entry is reversed: the condition is constantly being checked and the platform will stop and turn back immediately if the waiting condition becomes true. If you look thoroughly, you will also notice this ...
- Fri Nov 07, 2025 12:38 am
- Forum: Gameplay Help
- Topic: "2" is considered False when using AND/OR combinators
- Replies: 4
- Views: 428
Re: "2" is considered False when using AND/OR combinators
You can add multiple conditions to a single decider combinator, combined with AND or OR.Mabbus wrote: Thu Nov 06, 2025 11:03 pm Adding a decider combinator is how I normally solve it, but I was hoping to save some combinators for a neater sollution.
- Thu Nov 06, 2025 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8694
Re: Make promethium spoil, and quickly
Ok so you have a tiny ship as well instead of taking a look into what belt storage ultimately encourages. Try building bigger
Nope, I will not build bigger. That's not a part of the game I'm interested in. I'm quite sure I'm not the only player with this view of the game. My build is already ...
- Thu Nov 06, 2025 10:25 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8694
Re: Make promethium spoil, and quickly
because belt storage encourages boring builds while being about 6x as effective as not using it. Giving them spoil time would make vastly different builds more interesting
With chunks spoiling you're adding a hard restriction, and hard restrictions lower the amount of possible and viable builds ...
- Tue Nov 04, 2025 8:20 am
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 23
- Views: 1540
Re: AI generated assets and disclosure
I feel this request as psychological or political, but not technical. This reminds me of long gone discussions when some people didn't want to use apps developed with Turbo Pascal or compiled by some given compiler.
Given this and other topics that are against AI usage but never really told why ...
Given this and other topics that are against AI usage but never really told why ...
- Mon Nov 03, 2025 11:31 am
- Forum: Ideas and Suggestions
- Topic: Option to ignore cargo landing pad content for circuit controlled requests
- Replies: 3
- Views: 337
Re: Option to ignore cargo landing pad content for circuit controlled requests
If this option isn't feasible for some reason, I'd like to be able to read the cargo landing pad inventory at the same time as setting its requests, so I can add this to the request, so all wanted items can be requested, no matter if some are in the landing pad or in some chest. Would achieve ...
- Mon Nov 03, 2025 11:04 am
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 22
- Views: 3447
Re: A idea to handle gleba problem
The only thing that gleba has issues with is stone
You need stone just for landfill, to build your factory and enhance your farm.
In the starting area, I always found 4 stone patches with a combined amount of about 800k.
Mined with mining productivity of 100% (research level 10) with a big ...
- Mon Nov 03, 2025 10:17 am
- Forum: Ideas and Suggestions
- Topic: Option to ignore cargo landing pad content for circuit controlled requests
- Replies: 3
- Views: 337
Option to ignore cargo landing pad content for circuit controlled requests
What?
I would like an additional option "Set requests (logistics network)" for the cargo landing pad, where the requests are not counted against the cargo landing pad inventory but instead against the logistics network content the cargo landing pad is part of.
Why?
The goal is to ensure a given ...
I would like an additional option "Set requests (logistics network)" for the cargo landing pad, where the requests are not counted against the cargo landing pad inventory but instead against the logistics network content the cargo landing pad is part of.
Why?
The goal is to ensure a given ...
- Sun Nov 02, 2025 11:59 am
- Forum: Not a bug
- Topic: [2.0.72] Roboports allow charging when unpowered after being placed
- Replies: 2
- Views: 277
Re: [2.0.72] Roboports allow charging when unpowered after being placed
Roboports seem to get an initial small amount of energy in their energy buffer when placed. Probably to make them connect to an existing logistics network, since that's often the intention if you place a new roboport. Otherwise you don't immediately see how the network will extend, only after you ...
- Fri Oct 31, 2025 9:32 am
- Forum: Gameplay Help
- Topic: Land Mine Question
- Replies: 4
- Views: 349
Re: Land Mine Question
As of this update in 2.0.48:
[*]Killed landmines now explode. (https://forums.factorio.com/121065)
Landmines are a viable weapon against stompers as far as I understand corresponding comments.
Myself, I don't use landmines because they deplete and need to be deployed again during combat in ...
[*]Killed landmines now explode. (https://forums.factorio.com/121065)
Landmines are a viable weapon against stompers as far as I understand corresponding comments.
Myself, I don't use landmines because they deplete and need to be deployed again during combat in ...
- Thu Oct 30, 2025 4:05 pm
- Forum: Technical Help
- Topic: Gleba invisible legs.
- Replies: 3
- Views: 246
Re: Gleba invisible legs.
As far as I remember there is a game option to change the appearance of pentapods, for people with arachnophobia.
- Thu Oct 30, 2025 3:56 pm
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 10
- Views: 935
Re: Early game quality balance
Although at some point (especially if you want to target a wider variety of finished products) you would want to start setting up backpressure to avoid overproduction of quality intermediates. I think that will be interesting to math out how to line things up so the factory autodetects the right ...
- Thu Oct 30, 2025 8:29 am
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 10
- Views: 935
Re: Early game quality balance
But it’s not like there are no benefits whatsoever; The other guy already gave several examples of useful early quality, and I believe there are more. Stick quality modules in the right places throughout your whole factory, set up the filtering correctly, and over time you will build up plenty of ...