Search found 527 matches
- Sun Mar 22, 2026 12:26 pm
- Forum: Gameplay Help
- Topic: Why train refueling stations?
- Replies: 3
- Views: 114
Why train refueling stations?
I'm always seeing people make train refueling stations, and use interrupts to send trains there when they need fuel. Alternately, I just put a blue chest with train fuel at each train stop, and never have to think about train fuel at all. Am I missing something? Is there a reason to use train ...
- Thu Mar 19, 2026 8:43 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 37
- Views: 6715
Re: Gleba!
1.3% of players killed a big demolisher.
Do you not see that there are huge problems with this?
What's the point of a huge expansion if almost nobody plays it?
5% of players even got to Gleba in the first place.
That's 1 in 20 factorio players actually went to Gleba.
Of those 5%, almost all of ...
- Thu Mar 19, 2026 8:40 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 37
- Views: 6715
Re: Gleba!
I figured out Gleba in a few hours. I didn't think it was that big of a deal. Some people just don't have the brain for it, and that's OK. I never really got organic chemistry. That didn't mean there was anything wrong with organic chemistry... I just wasn't able to get it. I knew plenty of people ...
- Tue Mar 17, 2026 10:08 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 453
- Views: 171861
Re: Gleba has killed the game for me.
Too true. It doesn't have to be hard, unless you want it to be.Barbeque Tier wrote: Tue Mar 17, 2026 8:23 pm Just cheese it with logistics chests, It takes like 10 biochambers, 20 chests and abotu 100 bots to "beat" gleba well enough to reach the endgame.
- Sat Mar 14, 2026 5:02 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2076
- Views: 1029592
Re: Simple Questions and Short Answers
"What this thread is formaeep wrote: Sat Mar 14, 2026 1:02 pm Are we allowed to post questions that have problems that may be caused by mods here?
Simple questions relating to vanilla Factorio game play.
"
- Sat Mar 14, 2026 2:35 pm
- Forum: General discussion
- Topic: Why can't bots plant trees?
- Replies: 5
- Views: 588
Re: Why can't bots plant trees?
From a technical point: because trees are force-less entities not owned by anyone or anything and the robot/ghost system only works with force-based entities (things owned by 1 and only 1 'team' in the game).
Oh, interesting. I figured there must have been a good reason for it, and that one ...
- Fri Mar 13, 2026 2:56 pm
- Forum: General discussion
- Topic: Why can't bots plant trees?
- Replies: 5
- Views: 588
Re: Why can't bots plant trees?
Thanks for the suggestion, but I'm not playing Space Age. I'm playing Space Exploration/K2, so this mod wouldn't work for me.cbtmessageman wrote: Fri Mar 13, 2026 2:00 pm I've used the Agricultural Roboport mod to handle vegetation planting duties.
- Fri Mar 13, 2026 10:23 am
- Forum: General discussion
- Topic: Why can't bots plant trees?
- Replies: 5
- Views: 588
Why can't bots plant trees?
I'm playing Space Exploration + K2 right now, so I have greenhouses than can make wood and trees. The greenhouses can make 87 different types of trees, but unfortunately, bots cannot place them. Why not? I would absolutely love to design a factory with all sorts of different trees both for awesome ...
- Tue Mar 10, 2026 4:07 pm
- Forum: General discussion
- Topic: The relief of construction bots
- Replies: 3
- Views: 482
The relief of construction bots
Every time I start a new game, I rush to getting construction bots. Is there any better feeling than finally getting your first construction bot built? Is there anything more annoying than having to walk or drive the engineer around everywhere? Once I have construction bots, I rarely, if ever, move ...
- Sat Feb 28, 2026 6:25 pm
- Forum: General discussion
- Topic: I invented "space" platform in 2013
- Replies: 3
- Views: 573
Re: I invented "space" platform in 2013
Amazing! You predicted it! Space Exploration was first released in 2019, so you predicted it 6 years before it came out.
- Fri Feb 27, 2026 9:36 pm
- Forum: General discussion
- Topic: When do you stop playing a game?
- Replies: 1
- Views: 425
When do you stop playing a game?
I've been enjoying playing a 2.0 game with K2 for a few months now. My factory is a giant train grid, with 1-12-1 trains.
But now, after about 244 hours, I'm getting to a regular 25 UPS/FPS, so I think it's time to say good bye to this game, and start a new, different one.
When do you stop playing ...
But now, after about 244 hours, I'm getting to a regular 25 UPS/FPS, so I think it's time to say good bye to this game, and start a new, different one.
When do you stop playing ...
- Sat Feb 21, 2026 2:17 pm
- Forum: Off topic
- Topic: Planning issues between Factorio servers and work
- Replies: 1
- Views: 719
Re: Planning issues between Factorio servers and work
Hi, I'm having a bit of trouble with my calendars at the moment, it's a mess. Between the sessions on my Factorio server synced to my Google, my Outlook for clients, and iCloud for personal use, I can't keep track anymore. I'm looking for a way to link everything together neatly. The goal is that ...
- Thu Feb 19, 2026 10:37 pm
- Forum: Gameplay Help
- Topic: Does this game get harder?
- Replies: 18
- Views: 1828
Re: Does this game get harder?
In general is there a raw amount of inputs to the factory that I should be aiming for to build a "big factory?"
For example, presently I have 4 belts of iron, 4 belts of copper, 4 belts of uranium, and 4 belts of stone coming in. These belts are fed by multiple electric mines at various ore sites ...
- Thu Feb 19, 2026 10:04 am
- Forum: Gameplay Help
- Topic: Does this game get harder?
- Replies: 18
- Views: 1828
Re: Does this game get harder?
I was more trying to understand if there was something I had missed, new types of Biters, or whatever. I understand that as I expand I will attract more of them, but I have a fairly large base and can see the end of the game in terms of research so I was just wondering if I was going to suddenly ...
- Tue Feb 17, 2026 10:36 am
- Forum: Gameplay Help
- Topic: Does this game get harder?
- Replies: 18
- Views: 1828
Re: Does this game get harder?
Not really. It's a building game. The challenge is whatever you want it to be. Megabasing (building a huge, factory, capable of producing and using thousands of science per minute) is a fun challenge.
If you want harder without building a giant factory, then feel free to tweak the settings (less ...
If you want harder without building a giant factory, then feel free to tweak the settings (less ...
- Sat Feb 14, 2026 3:27 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 63
- Views: 8166
Re: My space age review
Because nothing was or is optimised for the upcoming upcycling approach. Not all products had been produced in the minor factories at the other planet, but some only at Nauvis, which would have been added. Material entrances were not optimised for delivery. Each machine was optimised for handling ...
- Sat Feb 14, 2026 1:10 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 63
- Views: 8166
Re: My space age review
ES64U2 wrote: Sat Feb 14, 2026 12:54 pm So you tear down your whole factory production with your optimizations for quality and build up a legendary factory production in one of the (multiple) places that suits this best.
Why would you tear down your existing factory?
- Wed Feb 11, 2026 12:48 pm
- Forum: Off topic
- Topic: Fact-Orios
- Replies: 3
- Views: 684
Re: Fact-Orios
That's so thoughtful! So cool!
- Tue Feb 03, 2026 5:05 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 63
- Views: 8166
Re: My space age review
the dev response was that:
Thanks for the report however this is working as intended. Combinator use the secondary input priority and so other entities get power first before they do.
As far as I’ve ever known, they were not designed to be a critical part of anything.
WTF?????????? How is it ...
- Mon Feb 02, 2026 3:56 pm
- Forum: Gameplay Help
- Topic: Trains, Circuit, and New stuff
- Replies: 4
- Views: 597
Re: Trains, Circuit, and New stuff
The lists are just for your convenience, from waht I understand.
If you want to tell a station not to be a train stop, you just disable the station itself, just like in pre 2.* Factorio. You can also just enable a station when it's not full by doing the opposite. No mod needed.
If you want to tell a station not to be a train stop, you just disable the station itself, just like in pre 2.* Factorio. You can also just enable a station when it's not full by doing the opposite. No mod needed.