TL;DR
Allow us to switch off the logistics and building areas for a given roboport via the circuit network
What?
One of my outposts got into a bit of a weird situation - my construction bots had run out of laser turrets, but still had walls available to replace existing ones. Biters were ...
Search found 99 matches
- Thu Nov 06, 2025 1:41 am
- Forum: Ideas and Suggestions
- Topic: Add Enable/Disable switch to roboports
- Replies: 17
- Views: 3107
- Sun Nov 02, 2025 11:02 am
- Forum: Not a bug
- Topic: [2.0.72] Roboports allow charging when unpowered after being placed
- Replies: 2
- Views: 277
[2.0.72] Roboports allow charging when unpowered after being placed
Not sure if this has already been reported, but I tried doing an advanced search for "roboport" and it came back with hundreds of meaningless results, so sorry if this is already reported.
Anyway, I have noticed that when I have freshly placed a roboport that has just been placed in a location ...
Anyway, I have noticed that when I have freshly placed a roboport that has just been placed in a location ...
- Sun Nov 02, 2025 1:50 am
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 13
- Views: 1427
Re: Why is the Quality mod required for Space Age?
Isn't the recycler literally required to get resources on Fulgora?coffee-factorio wrote: Sat Nov 01, 2025 3:20 pm A recycler works like a void if you don't have quality. You could remove the entire thing, and still play Space Age. The only thing that directly affects other than quality is a alternate way of getting nutrients.
- Sat Nov 01, 2025 5:10 am
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 13
- Views: 1427
Re: Why is the Quality mod required for Space Age?
I guess they could have always duplicated the Recycler in both the Quality mod and Space Age, and disabled one of them in the data stage when both mods were enabled.
Another good solution would be to include the Recycler in the base game as a freebie.
Another good solution would be to include the Recycler in the base game as a freebie.
- Thu Sep 11, 2025 8:21 am
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 15
- Views: 3155
Re: Stop the multiply effect of turret damage
I'll chime in here since I have been thinking about the combat balance of the game a lot lately (and have been working on a mod to address some of it). This problem is one of many. This is probably going to sound a bit reductionist, opinionated, and like I am trying to redefine the game completely ...
- Sat Jan 25, 2025 5:24 pm
- Forum: Ideas and Suggestions
- Topic: Aquilo: add an upgraded roboport that won't freeze
- Replies: 7
- Views: 1544
Re: Aquilo: add an upgraded roboport that won't freeze
I'm against this idea. Aquilo is supposed to shake up the gameplay. You can't just use the same pre-made bot strategy everywhere. Bots are already way too overpowered already.
- Fri Jan 17, 2025 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Shift-Leftclick to build all should behave like Right Click
- Replies: 0
- Views: 286
Shift-Leftclick to build all should behave like Right Click
Not sure if this has been suggested, I searched for "craft all" and a few other terms and came up short
Lets say I have enough iron in my inventory to build 50 transport belts.
If I right click, I will build 5 iron gear wheel, then 5 transport belts.
If I shift-leftclick, I will build 50 iron ...
Lets say I have enough iron in my inventory to build 50 transport belts.
If I right click, I will build 5 iron gear wheel, then 5 transport belts.
If I shift-leftclick, I will build 50 iron ...
- Mon Oct 28, 2024 9:32 am
- Forum: Balancing
- Topic: [DLC] Foundation on vulcanus
- Replies: 1
- Views: 2783
Re: [DLC] Foundation on vulcanus
The entire point of the expansion planets was to undermine long-standing designs and force players to embrace new ways to play. And it's absolutely awesome as a result because it shakes up the gameplay in very fun ways rather than being simply a color-swapped version on Nauvis with the same gameplay ...
- Mon Oct 28, 2024 9:28 am
- Forum: Balancing
- Topic: [2.0.6] Big Worms nigh unbeatable
- Replies: 9
- Views: 3546
Re: [2.0.6] Big Worms nigh unbeatable
You need a tank, explosives, etc.
You can't forgo military science and then complain that the combat is hard. That's what military science is there for.
You can't forgo military science and then complain that the combat is hard. That's what military science is there for.
- Mon Oct 28, 2024 9:24 am
- Forum: Ideas and Suggestions
- Topic: Tweaks in signals for proper LTN
- Replies: 6
- Views: 1354
Re: Tweaks in signals for proper LTN
Id also love an interrupt for "any cargo" without distinguish between liquids or not so that we can use the same interrupts for all our cargo and fluid trains.
- Mon Oct 28, 2024 9:22 am
- Forum: Ideas and Suggestions
- Topic: Explain foundry/biochamber productivity bonus better
- Replies: 2
- Views: 1716
Re: Explain foundry/biochamber productivity bonus better
I'm surprised the Factoriopedia doesn't have a "inbuilt productivity bonus" stat for every building.
- Mon Oct 28, 2024 7:19 am
- Forum: Balancing
- Topic: Gleba is a problem
- Replies: 17
- Views: 23676
Re: Gleba is a problem
When you flew there, did your ship harvest space rocks to make ammo?
I set up a circuit on my ship to stop producing bullets when above 500 in storage, with any excess iron being sent down to the planet. While flying we need everything we can get, but in orbit you should need far more bullets than ...
I set up a circuit on my ship to stop producing bullets when above 500 in storage, with any excess iron being sent down to the planet. While flying we need everything we can get, but in orbit you should need far more bullets than ...
- Sun Oct 27, 2024 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Ghost underground belts on ghost space platforms
- Replies: 1
- Views: 484
Re: Ghost underground belts on ghost space platforms
Additionally, undergrounds and pipes don't show the measurement markers, so you don't know if they are too long to connect without guessing
- Sun Oct 27, 2024 7:59 am
- Forum: Ideas and Suggestions
- Topic: Wire cutters
- Replies: 4
- Views: 1216
Wire cutters
In much the same way that we can use "empty module slot" to remove modules, it would be nice if there was a "cut green wires", "cut red wires" and "cut green and red wires" filters.
Sometimes I want to completely redo a circuit and cutting everything manually is tedious.
Additionally, a "cut power ...
Sometimes I want to completely redo a circuit and cutting everything manually is tedious.
Additionally, a "cut power ...
- Sun Oct 27, 2024 4:20 am
- Forum: Ideas and Suggestions
- Topic: Make Space Travel slightly more convenient
- Replies: 0
- Views: 655
Make Space Travel slightly more convenient
What
The current situation is this:
1. Turn off Logistics so that our inventory doesn't get refilled while we're putting everything away.
2. Dump everything in chests
3. Manually take our ammo from our ammo slots
4. Jump into rocket.
This is quite annoying for various reasons.
Here's a ...
The current situation is this:
1. Turn off Logistics so that our inventory doesn't get refilled while we're putting everything away.
2. Dump everything in chests
3. Manually take our ammo from our ammo slots
4. Jump into rocket.
This is quite annoying for various reasons.
Here's a ...
- Sat Oct 26, 2024 7:19 am
- Forum: Ideas and Suggestions
- Topic: Configure default upgrade/deconstruction planner
- Replies: 0
- Views: 443
Configure default upgrade/deconstruction planner
What?
The Blueprint Library should have the ability to specify a blueprint to use for the default Upgrade Planner and Deconstruction Planner shortcuts. Whenever we use these functions normally (alt-D, etc) it will use the one in the library if it's specified, falling back to the default one if it ...
The Blueprint Library should have the ability to specify a blueprint to use for the default Upgrade Planner and Deconstruction Planner shortcuts. Whenever we use these functions normally (alt-D, etc) it will use the one in the library if it's specified, falling back to the default one if it ...
- Sat Oct 26, 2024 7:08 am
- Forum: Ideas and Suggestions
- Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
- Replies: 67
- Views: 14122
Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.
I have gotten pretty used to double clicking, but I agree it is somewhat annoying occasionally.
- Fri Oct 25, 2024 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Parametrized Blueprint variables - parameter stack size
- Replies: 7
- Views: 12817
Re: Parametrized Blueprint variables - parameter stack size
Use a selector combinator.
You can get the stack size of your inputs there.
I was able to make a completely generic train loading station that automatically disables itself until it's full, with the only parameter being the resource type. You can even drag it, to use it for as many wagons as you ...
You can get the stack size of your inputs there.
I was able to make a completely generic train loading station that automatically disables itself until it's full, with the only parameter being the resource type. You can even drag it, to use it for as many wagons as you ...
- Fri Oct 25, 2024 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Train Limit as Read Only Circuit value
- Replies: 0
- Views: 399
Train Limit as Read Only Circuit value
What?
It would be nice if there was a "read only" checkbox for the train limit field of a station, which would still allow the user to set the train limit via the GUI. Obviously it wouldn't update anymore from the circuit network, but would still be readable via it's variable. Currently your ...
It would be nice if there was a "read only" checkbox for the train limit field of a station, which would still allow the user to set the train limit via the GUI. Obviously it wouldn't update anymore from the circuit network, but would still be readable via it's variable. Currently your ...
- Fri Oct 25, 2024 8:12 am
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 114
- Views: 178813
Re: Space Platform 101 Discussion
You can have a blueprint in hand, and drop it in the logistic section of the inventory, to create a logistic group/request for its component
Amazing! Thank you!
Also, has anyone noticed the warnings for creating donuts or having other invalid placements are a little inconsistent? I feel like ...