Search found 76 matches
- Tue Dec 09, 2025 11:27 pm
- Forum: Ideas and Suggestions
- Topic: [Switch] split-screen multiplayer
- Replies: 4
- Views: 663
Re: [Switch] split-screen multiplayer
Thanks for telling me. I've changed the thread title so its clearer. I didn't know that Switch-Switch local multiplayer existed since I don't play on the Switch much (I could have guessed, since I know the DS has it).
- Sun Nov 30, 2025 2:01 pm
- Forum: Ideas and Suggestions
- Topic: [Switch] split-screen multiplayer
- Replies: 4
- Views: 663
[Switch] split-screen multiplayer
TL;DR
Add local multiplayer/coop to the Switch.
What?
In addition to the normal "single player" and "multiplayer" options in the start menu, add a "local multiplayer" option. Selecting this option allows 2-4 players to play Factorio on the same Switch device when it is docked by using multiple ...
Add local multiplayer/coop to the Switch.
What?
In addition to the normal "single player" and "multiplayer" options in the start menu, add a "local multiplayer" option. Selecting this option allows 2-4 players to play Factorio on the same Switch device when it is docked by using multiple ...
- Sat Nov 22, 2025 8:11 pm
- Forum: Minor issues
- Topic: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
- Replies: 5
- Views: 1713
Re: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
when it comes to setups involving side-loading, and splitters, and circular belts, there is no perfect "front" belt.
I don't quite see how side-loading and splitters preclude having a natural update order, but I agree that there's no way to fix looped belts. From what I understand, the lanes ...
- Fri Nov 21, 2025 5:53 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 513
- Views: 376533
Re: 3 and 4 way intersections
Since now the highest preforming intersections are now larger than 1.1 intersections and perform worse then the best 1.1 intersections.
The 2- and 4-lane bilevel 2.0 intersections have higher scores than the corresponding buffered pre-2.0 intersections, so what you said isn't quite true (for ...
- Thu Nov 20, 2025 8:08 pm
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 826
Re: [2.0.72] Unpaired underground exit becomes entrance when pasted
Sad, but thanks for considering it.
I have found a workaround that seems to work: super-force-build the blueprint on top of the ghosts after placing it once.
I have found a workaround that seems to work: super-force-build the blueprint on top of the ghosts after placing it once.
- Thu Nov 20, 2025 10:35 am
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 826
Re: [2.0.72] Unpaired underground exit becomes entrance when pasted
Thanks for explaining. Is it a simple solution/improvement to change the collection order for blueprint-making so that unpaired undergrounds come after all paired undergrounds in the blueprint? (Or before, if the ghosts are placed in the reverse order.)
Of course I don't know how hard this would be ...
Of course I don't know how hard this would be ...
- Wed Nov 19, 2025 10:18 pm
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 826
Re: [2.0.72] Unpaired underground exit becomes entrance when pasted
Not precisely, I think the main problem is that of the two blueprint pairs posted, one of each pair always works, while the other never works, and that it is possible to transform the working versions into a non-working version by repeated pasting and copying.
Here I define working as:
a) the ...
Here I define working as:
a) the ...
- Wed Nov 19, 2025 7:17 pm
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 826
Re: [2.0.72] Unpaired underground exit becomes entrance when pasted
I tried to trim the blueprint down into something smaller that still behaves the same. I got the following blueprint that changes when pasted:
0eNql09uKgzAQBuB3metYqibW+CplWbQdSkCTkMNSkbz7Rgst1HUt5EoMyf9NZsgEXe9RGyEdNBOIi5IWmvMEVtxk289rsh0QGsC7Nmht5uUVzc2o+M067B0EAiKu3aHJA ...
0eNql09uKgzAQBuB3metYqibW+CplWbQdSkCTkMNSkbz7Rgst1HUt5EoMyf9NZsgEXe9RGyEdNBOIi5IWmvMEVtxk289rsh0QGsC7Nmht5uUVzc2o+M067B0EAiKu3aHJA ...
- Mon Nov 17, 2025 1:05 pm
- Forum: Ideas and Suggestions
- Topic: Space Age - Planet Gleba and Pollution contributing to Spoilage
- Replies: 9
- Views: 4055
Re: Space Age - Planet Gleba and Pollution contributing to Spoilage
I think it should be in the opposite direction: normal pollution cloud decreases spoilage, while spore increases it. All the chemicals combined could probably kill off whatever fungi / bacteria the Gleba spoilage constitutes.
For reference, the Factorio engine only supports one type of ...
- Thu Nov 13, 2025 10:35 pm
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 826
[2.0.72] Unpaired underground exit becomes entrance when pasted
Steps to reproduce:
1. Import provided blueprint into Factorio:
0eNqll9+OoyAUxl+FcG2b+o9q32Cvd+82mwnV00rGggHsTNP03feokxkz2l2Uq6aEc358B86H3OmxbqHRQlp6uNMSTKFFY4WS9EB/WFJwSYqKyzOQI1T8qlpNrCK8tqAlt1DfiHnjTSPkmXBZEqns14CtgNg3RWouwZCyhS70yIvXRoMxrYYt ...
1. Import provided blueprint into Factorio:
0eNqll9+OoyAUxl+FcG2b+o9q32Cvd+82mwnV00rGggHsTNP03feokxkz2l2Uq6aEc358B86H3OmxbqHRQlp6uNMSTKFFY4WS9EB/WFJwSYqKyzOQI1T8qlpNrCK8tqAlt1DfiHnjTSPkmXBZEqns14CtgNg3RWouwZCyhS70yIvXRoMxrYYt ...
- Thu Nov 13, 2025 9:37 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Library: More tabs
- Replies: 1
- Views: 606
Re: Blueprint Library: More tabs
+1 for the ability to symlink blueprint books. Or maybe add some kind of searching system that searches through the descriptions so that we can add tags. Tag-based file systems are superior to tree-based filesystems imo.
I don't think custom tabs are necessary as you can use books for the same ...
I don't think custom tabs are necessary as you can use books for the same ...
- Fri Jun 20, 2025 2:21 pm
- Forum: Not a bug
- Topic: [2.0.55] Malformed changelog causes 1 second freeze
- Replies: 2
- Views: 479
Re: [2.0.55] Malformed changelog causes 1 second freeze
Ah, disabling that hidden setting solved the freeze for me. Thanks!
I think I enabled it for mod testing, or maybe just because it seemed nice when I saw it. I'm not sure if there's anything to fix then (except mod's change-logs).
I think I enabled it for mod testing, or maybe just because it seemed nice when I saw it. I'm not sure if there's anything to fix then (except mod's change-logs).
- Fri Jun 20, 2025 1:41 pm
- Forum: Not a bug
- Topic: [2.0.55] Malformed changelog causes 1 second freeze
- Replies: 2
- Views: 479
[2.0.55] Malformed changelog causes 1 second freeze
Steps to reproduce:
0. Open Factorio 2.0.55
1. Go to the mod portal and click on a mod with an incorrectly formatted changelog: https://mods.factorio.com/mod/Testbenchcontrols for example (I have reported the issue to them)
What happens:
The game freezes for about 1 second, after which the mod info ...
0. Open Factorio 2.0.55
1. Go to the mod portal and click on a mod with an incorrectly formatted changelog: https://mods.factorio.com/mod/Testbenchcontrols for example (I have reported the issue to them)
What happens:
The game freezes for about 1 second, after which the mod info ...
- Thu May 22, 2025 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Compound Combinators (complex logic in a single building)
- Replies: 11
- Views: 6831
Re: Compound Combinators (complex logic in a single building)
Decider combinators can already perform compound operations since 2.0, so this is already partially implemented. I think it would be nice if Arithmetic combinators could also do this though, I think the UI of the decider combinator could be copied: instead of AND and OR on the left, have the ...
- Thu May 22, 2025 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Tanks shouldn't bump into spidertrons following them
- Replies: 3
- Views: 744
Re: Tanks shouldn't bump into spidertrons following them
There's not that many reasons to use a tank if you have already unlocked and built spidertron. The only reason I can think of is to avoid using the auto-aim of the spidertron, or in if you are low on certain ammo.
I think radar vision equipment is the way to go, it could be added to the game as a ...
I think radar vision equipment is the way to go, it could be added to the game as a ...
- Thu May 22, 2025 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Improve disabled achievements dialog
- Replies: 0
- Views: 472
Improve disabled achievements dialog
TL;DR
Improve the confirmation dialog for disabled achievements.
What?
The new confirm dialog with the achievements disabled by the map settings, added in version 2.0.46, is quite useful, but hard to read at a glance.
afbeelding.png
I think something like the following would be nicer ...
Improve the confirmation dialog for disabled achievements.
What?
The new confirm dialog with the achievements disabled by the map settings, added in version 2.0.46, is quite useful, but hard to read at a glance.
afbeelding.png
I think something like the following would be nicer ...
- Wed Jan 22, 2025 11:19 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Flow Routers - UTU balancers without the balance
- Replies: 22
- Views: 21381
Re: Flow Routers - UTU balancers without the balance
I have been working with Factorio-SAT the last two days, and managed to make a version of my earlier 6-6 LFR that is not lopsided:
afbeelding.png
It also works with yellow belts as you can hopefully see.
I updated my LFR book:
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB ...
afbeelding.png
It also works with yellow belts as you can hopefully see.
I updated my LFR book:
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB ...
- Wed Jan 22, 2025 4:31 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Controlled Unbalanced Sushi Belts
- Replies: 7
- Views: 3791
Re: Controlled Unbalanced Sushi Belts
Yep, they are quite nice for sushi. Another simple way to make rate limiters is by using different belt levels and/or side-loading:
red -> yellow 1/2
blue -> red: 2/3
blue -> yellow 1/3
red -> half yellow: 1/4
blue -> half red: 1/3
blue -> half yellow: 1/6
And with space-age's green turbo belts ...
red -> yellow 1/2
blue -> red: 2/3
blue -> yellow 1/3
red -> half yellow: 1/4
blue -> half red: 1/3
blue -> half yellow: 1/6
And with space-age's green turbo belts ...
- Wed Jan 22, 2025 3:48 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Controlled Unbalanced Sushi Belts
- Replies: 7
- Views: 3791
Re: Controlled Unbalanced Sushi Belts
@Puppet, nice idea. You can make it work without circuits (this sub-forum is circuit-free after all) and for arbitrary ratios by using rate limiters.
Rate limiters are setups that provide a specified throughput limit, so that you can fill a specific fraction of a belt. Here is a blueprint book ...
Rate limiters are setups that provide a specified throughput limit, so that you can fill a specific fraction of a belt. Here is a blueprint book ...
- Tue Jan 21, 2025 12:38 pm
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 4297
Re: Dynamically change trainstop names richtext icons with circuit signals
As of now, having a wildcard in the name of the station and reading the parked train's content would cause problems. There was a suggestion (for assemblers, I think) to make those sorts of input-output signal configurable per color.
IIRC, either the assembler or the asteroid collector, I forgot ...