Search found 12 matches
- Thu Aug 07, 2025 9:37 pm
- Forum: General discussion
- Topic: Steam Points Shop
- Replies: 1
- Views: 758
Re: Steam Points Shop
I would love to see some Factorio points shop items as well. A space age animated profile background would be sweet.
- Wed Aug 06, 2025 10:32 am
- Forum: Ideas and Suggestions
- Topic: Foundation to prevent frost or/and spreed heat
- Replies: 9
- Views: 823
Re: Foundation to prevent frost or/and spreed heat
My two cents. I've never used foundation simply because by the time I've unlocked it, I've more or less completed the game. Seems more for mega-basing than anything.
An earlier unlock along with a mechanic that still gates it until you've completed a particular planets challenge... might be a good ...
An earlier unlock along with a mechanic that still gates it until you've completed a particular planets challenge... might be a good ...
- Tue Aug 05, 2025 4:52 am
- Forum: F.A.R.L
- Topic: Fully Automated Rail Layer
- Replies: 3
- Views: 1798
Re: Fully Automated Rail Layer
Nothing in 10 months... sad. I always loved building long rail lines with farl since it was so much easier.
- Sun Aug 03, 2025 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Add a minimum speed threshold for vehicle damage
- Replies: 2
- Views: 327
Re: Add a minimum speed threshold for vehicle damage
It might work as a combination. If holding modifier key to limit speed, then prevent damage. Otherwise, assume full power and work as normal.
It's mostly an early game problem when trying to drive around from one side of a factory to another. Only other alternative is to pick up the car and then ...
It's mostly an early game problem when trying to drive around from one side of a factory to another. Only other alternative is to pick up the car and then ...
- Sat Aug 02, 2025 11:44 pm
- Forum: Ideas and Suggestions
- Topic: Add a minimum speed threshold for vehicle damage
- Replies: 2
- Views: 327
Add a minimum speed threshold for vehicle damage
TL;DR
Add a minimum speed threshold for vehicles before causing collision damage.
What?
Currently vehicles will damage power poles, assemblers, etc if they hit them at ANY speed. A minimum speed threshold could be added to prevent damage if going slow enough. I would suggest 20-25km/hr for the ...
Add a minimum speed threshold for vehicles before causing collision damage.
What?
Currently vehicles will damage power poles, assemblers, etc if they hit them at ANY speed. A minimum speed threshold could be added to prevent damage if going slow enough. I would suggest 20-25km/hr for the ...
- Sat Jan 25, 2025 7:54 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 118853
Re: Gleba has killed the game for me.
This is a great point, the numbers tell more than whoever is screaming the loudest! I am curious to see what/if the dev's will change for Gleba in future patches given how controversial the planet is.fencingsquirrel wrote: Sat Jan 25, 2025 6:31 pm The steam achievements speak 1000 words about gleba.
- Fri Jan 10, 2025 5:38 am
- Forum: Gameplay Help
- Topic: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
- Replies: 8
- Views: 2784
Re: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
While I might not call it a bug, it does seem 'buildings' have a trash slot for spoilage to prevent this from happening. It seems the captive biter nest however does not? It's really hard to say what is happening in my situation as it's always when I'm off planet for hours.
EDIT: So I recaptured my ...
EDIT: So I recaptured my ...
- Tue Jan 07, 2025 5:02 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 118853
Re: Gleba has killed the game for me.
After doing gleba bases on a regular and deathworld run... I still dislike spoilage but it is mostly manageable. However, at no point do I find it 'fun' which is unfortunate.
The stompers are also a bit too OP, but Ive found with a wall of landmines far out and plenty of tesla turrets closer in ...
The stompers are also a bit too OP, but Ive found with a wall of landmines far out and plenty of tesla turrets closer in ...
- Tue Jan 07, 2025 4:31 am
- Forum: Gameplay Help
- Topic: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
- Replies: 8
- Views: 2784
Re: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
I'm having this issue with the captive biter nests. The bioflux spoils while in hand and locks it up as the nest doesn't accept the spoilage at all. I tried using another inserter to grab from the original, but that idea was a bust. I don't think this can be prevented and is fairly annoying to lose ...
- Mon Jan 06, 2025 4:57 pm
- Forum: Releases
- Topic: Version 2.0.29
- Replies: 9
- Views: 13458
Re: Version 2.0.29
Bug? If you click to remove a blueprint from a chest in remote view (shows up with red X for removal), you can't cancel it because right click opens the blueprint item gui.
My workaround was to unbind right click to open gui, cancel the order, then re-bind the key.
Potential fix? Have cancel order ...
My workaround was to unbind right click to open gui, cancel the order, then re-bind the key.
Potential fix? Have cancel order ...
- Wed Nov 06, 2024 2:10 am
- Forum: Gameplay Help
- Topic: WTH am i doing wrong
- Replies: 4
- Views: 909
Re: WTH am i doing wrong
You need to use up all the products from the oil refinery, you have petroleum and light oil backing up. When all products are moved out, it'll start making more. Same as an assembly machine, when output fills up, it stops until it gets emptied.
- Tue Jan 18, 2022 4:54 pm
- Forum: Logistic Train Network
- Topic: Disabling depots
- Replies: 4
- Views: 3424
Re: Disabling depots
Super old thread but still comes up in google.
To prevent non-empty trains from dispatching:
Wire the Depot train stop to a Rail signal in front of it. If train not empty, then disable the rail signal. Can also add a speaker for an alert too.
Works for both standard and fluid cargo.
To prevent non-empty trains from dispatching:
Wire the Depot train stop to a Rail signal in front of it. If train not empty, then disable the rail signal. Can also add a speaker for an alert too.
Works for both standard and fluid cargo.