https://lua-api.factorio.com/latest/typ ... otype.html
Seems like a ignored_by_quality property that defaults to the value set by ignored_by_productivity would solve this
Search found 390 matches
- Sat Sep 27, 2025 8:05 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 9
- Views: 373
- Thu Sep 25, 2025 6:45 am
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 27
- Views: 1351
Re: Let's talk train design
That means you're doing it wrong, not that the mechanics have flaws. All of the solutions described in this thread cannot have this happen.Harb42 wrote: Thu Sep 25, 2025 3:52 am By some time all fluid trains will carry water which become basically useless.
- Wed Sep 24, 2025 5:26 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 27
- Views: 1351
Re: Let's talk train design
Not OP, but perhaps it's minimizing number of items in flight?Tertius wrote: Wed Sep 24, 2025 5:18 pm From the reasons and from the strengths of the approach we might be able to find a way to some design, but without reason we don't have a design goal.
- Sun Sep 21, 2025 8:46 pm
- Forum: Balancing
- Topic: Scale Roboport Supply Area and Construction Area with quality
- Replies: 9
- Views: 911
Re: Make roboport areas scale with quality
This is not a good idea, since it can break set ups that rely on the logistics area being a specific size. It would turn higher quality roboports from being a simple drop in replacement to one where you have to adjust the build to make sure that areas that are supposed to be disconnected stay ...
- Fri Sep 19, 2025 10:17 pm
- Forum: Gameplay Help
- Topic: Productivity on coal liquefaction recipe
- Replies: 6
- Views: 463
Re: Productivity on coal liquefaction recipe
Is there any way in-game to tell when something is marked as a catalyst? This isn't automatic. Bacteria cultivation, for example, is not a catalytic recipe.
AFAIK, the only method is to do math with the production rates with productivity present.
Per https://factorio.com/blog/post/fff-256 ...
- Fri Sep 19, 2025 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Request: It's been almost a year, can we have the New elements added via DLC stuff without Space age?
- Replies: 2
- Views: 506
Re: Request: It's been almost a year, can we have the New elements added via DLC stuff without Space age?
This sounds like a mod request and less of a feature request. https://mods.factorio.com/mod/EverythingOnNauvis
- Fri Sep 19, 2025 6:30 pm
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 21
- Views: 9069
- Fri Sep 19, 2025 6:29 pm
- Forum: Fixed for 2.1
- Topic: Hello
- Replies: 5
- Views: 1193
Re: Hello
hi
- Fri Sep 19, 2025 4:35 pm
- Forum: Gameplay Help
- Topic: Productivity on coal liquefaction recipe
- Replies: 6
- Views: 463
Re: Productivity on coal liquefaction recipe
Part of the input is marked as a catalyst. Catalysts are subtracted from bonus production.
- Thu Sep 11, 2025 3:50 pm
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 15
- Views: 2392
Re: Stop the multiply effect of turret damage
I think this thread is kind of missing the point of enemies in Factorio. They aren't really meant to be an existential threat that can keep up with you. This is clearly evidenced by the existence of artillery and nukes, for which no amount of biter evolution can match. Even the Demolishers and big ...
- Wed Sep 10, 2025 5:08 pm
- Forum: Gameplay Help
- Topic: Coal Liquefaction
- Replies: 9
- Views: 733
Re: Coal Liquefaction
https://up.picr.de/50039620wm.png
Vulcanus, one green belt coming out of a green balancer and is then halved into two red ones, each feeding 15 refineries. As per screenshot, coal is depleted around the eleveth refinery.
One side of your belts are not saturated. I'd run your mine's outputs ...
- Thu Aug 28, 2025 10:21 pm
- Forum: Show your Creations
- Topic: Make your recyclers stack their outputs!
- Replies: 9
- Views: 1037
Re: Make your recyclers stack their outputs!
It's exactly how every other production building works with quality
- Thu Aug 28, 2025 4:39 pm
- Forum: Show your Creations
- Topic: Make your recyclers stack their outputs!
- Replies: 9
- Views: 1037
Re: Make your recyclers stack their outputs!
But, for some reason, if Recycler has Quality modules, Recycler doesn't want to output anything into the buffer, when belt is disabled. It wants to output things immediately onto the belt, and stops very often, even with Buffer empty. Anyone knows why?
If it rolls a different quality output ...
- Wed Aug 27, 2025 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Gleba Evolution should start with landing not with ariving to Orbit
- Replies: 4
- Views: 452
Re: Gleba Evolution should start with landing not with ariving to Orbit
You can turn it to zero at map generation timeErfar wrote: Wed Aug 27, 2025 1:06 am Time-factor in evolution is already very frustrating one as it punished for plaing game without rush
- Tue Aug 26, 2025 7:15 pm
- Forum: Modding discussion
- Topic: Reached id limit for quality
- Replies: 5
- Views: 609
Re: Reached id limit for quality
It's generally safe to assume that the Factorio devs have done the most aggressive optimization possibleShirasik wrote: Tue Aug 26, 2025 6:54 pm Or you have "harddesigned" cache line alignment optimisations?
- Fri Aug 22, 2025 10:50 pm
- Forum: Gameplay Help
- Topic: Correct me or correct FFF#428
- Replies: 14
- Views: 1718
Re: Correct me or correct FFF#428
But even if you insert just one fuel cell at a time when the reactor's temperature is below the 500 C minimum, one fuel cell produces 8 GJ of heat energy in a reactor - before multiplying for the neighbor bonus.
That's much more than enough to heat the reactor to the 1000 C maximum, and any energy ...
- Fri Aug 15, 2025 7:18 am
- Forum: Ideas and Suggestions
- Topic: Automatic down quality in inserter.
- Replies: 5
- Views: 480
Re: Automatic down quality in inserter.
The way I deal with this in midgame or before Fulgora is overproduction with half being quality and the other being normal. The normal output prioritizes drawing normal items from quality production, so if quality items aren't being used it fails over to using the normal-only production line.
- Tue Aug 12, 2025 4:18 pm
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 15
- Views: 2392
Re: Stop the multiply effect of turret damage
Yeah how dump of me who want to use my tank submachine gun !
Use its cannon? The tank's MG is very much meant for mediums and below. And maybe stray large spitters.
Also, if my tank submachine gun is obsolete like almost as soon as I unlock it, what the point of having it ?
How late are ...
- Mon Aug 11, 2025 2:38 am
- Forum: General discussion
- Topic: Theorycrafting: Maximum Possible SPM Without Bots
- Replies: 11
- Views: 2096
Re: Theorycrafting: Maximum Possible SPM Without Bots
Could you put cars/tanks on top of heat pipes and have the inserters feed them, though?macdjord wrote: Mon Aug 11, 2025 1:50 am You also missed that you can't have 30 inserters next to you landing pad on Aquilo, since you need heat pipes to keep them from freezing.
- Sat Aug 02, 2025 5:08 pm
- Forum: Modding discussion
- Topic: nevermind -- Any desire or need for a new guide?
- Replies: 4
- Views: 632
Re: nevermind -- Any desire or need for a new guide?
If you know anyone with an Android phone, they already know it.
From clues it sounds like a good decision.Kingdud wrote: Sat Aug 02, 2025 2:30 pm the moderators have silently, and without a record, removed from the post.