Search found 50 matches
- Thu Dec 25, 2025 9:10 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 13
- Views: 410
Re: [2.0.72] bots keep taking repair packs and stuck themselves
When something in that are is damaged the game finds the *closest* provider of repair packs to the damaged thing, - which is the roboport *most* of the time.
How does that work exactly? because as I see it, they clearly prefer repair packs from storage chest instead of roboports, and are willing ...
- Tue Dec 23, 2025 3:27 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 13
- Views: 410
Re: [2.0.72] bots keep taking repair packs and stuck themselves
Same here, at least for the huge amounts of repair packs in the roboports. They aren't all overflowing yet, but we have at least one roboport that's holding it's maximum of 700 repair packs
In our multiplayer game we have a single AM, putting repair packs into a storage chest https://wiki.factorio ...
In our multiplayer game we have a single AM, putting repair packs into a storage chest https://wiki.factorio ...
- Sun Dec 07, 2025 12:47 pm
- Forum: Translations
- Topic: [2.072] [NL] Cannon shell translation
- Replies: 2
- Views: 563
Re: [2.072] [NL] Cannon shell translation error
As a native Dutch speaker, I don't think so. 'Granaat' is correct in my opinion , or maybe 'obus' or 'artilleriegranaat' if you need to make a distinction with 'handgranaat'.
'Kogel' is non-exploding projectile.
See als https://nl.wikipedia.org/wiki/Granaat_(munitie)
https://nl.wikipedia.org/wiki ...
'Kogel' is non-exploding projectile.
See als https://nl.wikipedia.org/wiki/Granaat_(munitie)
https://nl.wikipedia.org/wiki ...
- Wed Dec 03, 2025 12:14 pm
- Forum: This Forum
- Topic: Is there a new "bump" feature on the forum ?
- Replies: 9
- Views: 1020
Re: Is there a new "bump" feature on the forum ?
Yeah, that checks with my observations.mmmPI wrote: Wed Dec 03, 2025 12:06 pmI think it appears when you created the first post of the topic OR when you are the last to have commented on it but the post isn't already "bumped"
Also, see the FAQ: How do I bump my topic?
- Wed Dec 03, 2025 11:50 am
- Forum: This Forum
- Topic: Is there a new "bump" feature on the forum ?
- Replies: 9
- Views: 1020
Re: Is there a new "bump" feature on the forum ?
As far as I can tell It's still possible, but only for topics you were the last commenter
Edit: nevermind, works as well for topics I'm not longer the last commenter.
Edit: nevermind, works as well for topics I'm not longer the last commenter.
- Wed Nov 19, 2025 11:45 pm
- Forum: Ideas and Suggestions
- Topic: Improve contrast of white virtual-signal icons
- Replies: 2
- Views: 423
Re: Improve contrast of white virtual-signal icons
Yes please. Another place where the white rich text icons are nearly invisible is in the train schedule, when used as a station name for the current destination.
- Sat Nov 08, 2025 5:49 pm
- Forum: Not a bug
- Topic: [2.0.72] Water in pipe always going to the same machine.
- Replies: 7
- Views: 601
Re: [2.0.72] Water in pipe always going to the same machine.
I kick-start my space ships by importing a rocketload of barreled water, it's a lot faster than waiting to collect enough asteroids for ice
- Sat Nov 08, 2025 8:33 am
- Forum: Ideas and Suggestions
- Topic: Allow searching for Radar in map search
- Replies: 2
- Views: 262
Re: Allow searching for Radar in map search
Out of curiosity, why don't you use a filtered deconstruction planner for this?
- Mon Oct 13, 2025 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Keeping fish alive / placing fish in water
- Replies: 33
- Views: 10786
Re: Keeping fish alive / placing fish in water
There is also this thread: with the following quote:
Rseding91 wrote: Mon Jul 14, 2025 8:16 pmPutting fish back was an easter egg and at this point there is no desire to expand it into more code with more tests around inserters.
- Sun Oct 12, 2025 11:33 pm
- Forum: Ideas and Suggestions
- Topic: production statistics - link production and consumption
- Replies: 1
- Views: 277
production statistics - link production and consumption
TL;DR
Linked production and consumption statistics, for easier comparison
What?
Could we please have an option to link and compare the production statistics with the consumption statistics? More specific, I would like to suggest:
using the same scale in the production and consumption graph ...
Linked production and consumption statistics, for easier comparison
What?
Could we please have an option to link and compare the production statistics with the consumption statistics? More specific, I would like to suggest:
using the same scale in the production and consumption graph ...
- Wed Oct 01, 2025 10:01 am
- Forum: Railway Setups
- Topic: my balanced train unloader
- Replies: 7
- Views: 40545
Re: my balanced train unloader
I guess you have a different number of locomotives on your trains? You can probably get it working by removing the rails from the blueprint so you can align te unloader correctly
- Wed Sep 17, 2025 9:01 am
- Forum: Gameplay Help
- Topic: A bug with achievements
- Replies: 2
- Views: 772
Re: A bug with achievements
That achievement keeps track of all circuits produced across all your saves, so it's probably from an earlier playtrough
- Thu Sep 11, 2025 8:46 am
- Forum: Gameplay Help
- Topic: Coal Liquefaction
- Replies: 9
- Views: 1268
Re: Coal Liquefaction
it's hard to see, and it might be an artefact caused by zooming, but could that be a blue belt in between green belts?
- Wed Jul 16, 2025 6:32 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2055
- Views: 935165
Re: Simple Questions and Short Answers
Is there a mode/hotkey in which I can only place an item if a matching/similar blueprint ghost is already there? like when building a smelter stack pre-bots? it would make placing 100+ inserters less of a chore
in principle, no. but there is one exception: power poles. you can place a blueprint ...
- Thu Jul 10, 2025 10:34 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2055
- Views: 935165
Re: Simple Questions and Short Answers
Is there a way to place legendary fish in a pond and have them stay legendary? I have too many of them and kind of want a legendary koi pond...
No, all the fish you return to the water will lose their quality. See also this (refused) bug report :
Thanks for the report. The simple solution ...
- Sat Jun 07, 2025 10:31 am
- Forum: Gameplay Help
- Topic: Demolishers taking no damage
- Replies: 2
- Views: 1388
Re: Demolishers taking no damage
They have a high resistance to explosive damage. Your should use regular, non explosive, cannon shells. And invest in physical projectile damage upgrades via research if you haven't already.
Good luck!
Good luck!
- Sun May 11, 2025 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Turn-Off beacons
- Replies: 13
- Views: 2217
Re: Turn-Off beacons
Also, a power switch does not work on a space platform
- Fri Apr 11, 2025 8:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.44] Spidertrons can still move if they have no fuel
- Replies: 11
- Views: 3734
Re: [2.0.44] Spidertrons can still move if they have no fuel
IIRC you can also move trains without fuel -very slowly- since 2.0, so you're able to remotely ( and manually) drive a train out of the way or towards a refueling station. Maybe that behavior is extended to other vehicles as well?
- Fri Mar 14, 2025 7:52 pm
- Forum: Mods
- Topic: Mod Water As A Resource
- Replies: 4
- Views: 1373
Re: Mod Water As A Resource
It looks like the mod author just started on porting it to 2.0: https://mods.factorio.com/mod/WaterAsAR ... a68efd6530
- Fri Feb 07, 2025 9:12 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Ability to search a factory/planet for modules.
- Replies: 8
- Views: 1377
Re: Quality of Life: Ability to search a factory/planet for modules.
Sorry if I'm being dense...
( NEW BUG : this UI is difficult to discover!)
...but I'm not getting the steips I need to bring up the UI in the picture.
Select the upgrade planner, open your inventory and drop it in there. You'll see a green rectangle, by right clicking it you can edit it. It'll ...