Search found 17 matches
- Thu Dec 04, 2025 2:29 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 773
Re: Combinators should not affected by freeze
I admit I don't get the point. I don't see a compelling reason for a balancing change. This would be for the whole player base, not just you alone. I am obsessed with circuits, all of my factories including the Aquilo base are heavily depending on circuits. There are numerous combinators ...
- Thu Dec 04, 2025 11:33 am
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 773
Re: Combinators should not affected by freeze
- Put all combinators in the same "group" next to the same heating tower or (unfueled) nuclear reactor so that they always thaw together.
This is a good suggestion. I'll take it. Thank you.
Your suggestions help identify (possible) freezing events and thus prevent them, but when one ...
- Wed Dec 03, 2025 4:13 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 773
Re: Combinators should not affected by freeze
The combinators freeze and thus fail in a unpredictable order, thus makes the signal system's behavior totally unpredictable. What's more, when such failure is spotted by the player and they try to add more heat supply, they also unfreeze in a random order, still causing great trouble.
You ...
- Wed Dec 03, 2025 1:56 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 773
Combinators should not affected by freeze
Currently, combinators consume power, and are affected by freeze. However, a recent change have been made illustrated in https://forums.factorio.com/viewtopic.php?t=131390 , increasing their power consumption and thus improve signal system stability. Regarding this, I think they should be immune to ...
- Fri Nov 28, 2025 12:21 pm
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 419
Re: Unpowered beacons still count and reduce transmission efficiency
You can make a suggestion for this to be changed: https://forums.factorio.com/viewforum.php?f=6
Oh, I have already posted one after a topic there proposing this. However, after some consideration, I decide this is issue is more an oversight than an intended game design, so I posted here. (The ...
- Fri Nov 28, 2025 11:57 am
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 419
Re: Unpowered beacons still count and reduce transmission efficiency
Not the same thing. I specially pointed out I've seen the posts, and that is about beacons without modules. However, I emphasized my post is about UNPOWERED beacons, i.e. beacons unconnected to a power grid regardless of installed modules.
If you read the topic I linked you see that the ...
- Fri Nov 28, 2025 11:29 am
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 419
- Fri Nov 28, 2025 10:03 am
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 419
Unpowered beacons still count and reduce transmission efficiency
ε±εΉζͺεΎ 2025-11-28 173506.png
Unpowered beacons still count towards the total amount of beacons and reduce transmission efficiency, as seen in this screenshot.
I've seen posts about "empty beacons count", and related bug reports are classified as "not a bug". However, this time is about UNPOWERED ...
Unpowered beacons still count towards the total amount of beacons and reduce transmission efficiency, as seen in this screenshot.
I've seen posts about "empty beacons count", and related bug reports are classified as "not a bug". However, this time is about UNPOWERED ...
- Fri Nov 28, 2025 8:25 am
- Forum: Won't fix.
- Topic: productivity exploit +100%
- Replies: 20
- Views: 8608
Re: productivity exploit +100%
well at least there was at least one cycle before it's happen, but this was pretty much useless before except for speedrun, but now being able to craft unlimited legendary module is quite strong.
This case sounds interesting, could you show me which machine can get above 100% productivity ...
- Fri Nov 28, 2025 1:13 am
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 21
- Views: 2852
Re: Increase Accumulator Maximum Output Rate
Since the game has already introduced the objects known as supercapacitors, why don't we utilize them as ingredient for possible accumulator mk.2's?
Capacitors are known for fast charge/discharge rate, so it is reasonable to dramatically increase their charge/discharge rate, especially the latter ...
Capacitors are known for fast charge/discharge rate, so it is reasonable to dramatically increase their charge/discharge rate, especially the latter ...
- Thu Nov 27, 2025 12:22 am
- Forum: Ideas and Suggestions
- Topic: Diminishing returns based on module count instead of beacon count?
- Replies: 3
- Views: 377
Re: Diminishing returns based on module count instead of beacon count?
Offline beacons also behave wierdly. Normally, an unpowered machine will have no function at all. However, an unpowered beacon still reduces the transmission multiplier within its range, despite the fact that they don't work.
- Wed Nov 26, 2025 9:27 am
- Forum: Ideas and Suggestions
- Topic: [2.0] Add ability to read pipeline contents via circuits
- Replies: 6
- Views: 2262
Re: [2.0] Add ability to read pipeline contents via circuits
Also +1 for this. The value is already recorded in game, and miners are already given the similar ability. This should not be a technical issue.
- Mon Dec 23, 2024 12:40 pm
- Forum: Duplicates
- Topic: [2.0.28]Cliffs Spawns on Gleba Despite Disabled on World Gen
- Replies: 1
- Views: 328
[2.0.28]Cliffs Spawns on Gleba Despite Disabled on World Gen
12-23-2024, 20-34-46.png
The Script For World Gen:
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The Script For World Gen:
>>>eNp1Uj2IE0EUnrm43JnLadAgCMeZ4qpABE8LC8mOgoiIlrbrZDOJg5vdOD+R08IUVyo2WiiC157CdRZ2AUEUFA6t7E5sLFQiijZCnNnd2exu4oP39s373rz3vrczBwBYBlCZMr4uqRc4LpMt4gTUA2BgG513sedSQeJzQyna4wY4k1R0g16PsHrASDq8N6xYz1UsEp901+tNzDPJS21PBoz6xOkTX2QR6XUChh3Xo ...
- Mon Oct 28, 2024 8:12 am
- Forum: Ideas and Suggestions
- Topic: Show Fulgora Lightning Rod coverage in map view
- Replies: 16
- Views: 4520
Re: Show Fulgora Lightning Rod coverage in map view
Yes! And it can also behave as a toggle for terroritories in vulcanus, which is also a planet exclusive mechanic.
Perhaps the name of this button can be renamed as show local threat, to show enemy/pollution on nauvis/gleba and terroritories on vulcanus and dangerous zone on fulgora.
Perhaps the name of this button can be renamed as show local threat, to show enemy/pollution on nauvis/gleba and terroritories on vulcanus and dangerous zone on fulgora.
- Wed Oct 23, 2024 5:49 pm
- Forum: Implemented Suggestions
- Topic: [may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop?
- Replies: 9
- Views: 24395
Re: [2.0.9] It is possible to softlock on Fulgora due to missing sticks/substations
Possible solutions:
* Make ruins give some sticks
* Require substation tech for the planet, like how accumulators are required
* Give lightning collector ruins a supply area, or some power pole ruin
Is it possible to get to Fulgora without electric furnaces and assemblers on board? I know you ...
- Wed Oct 23, 2024 7:20 am
- Forum: Implemented Suggestions
- Topic: [may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop?
- Replies: 9
- Views: 24395
Adding Iron Sticks to Fulgora Ruins Loot List
TL;DR
Fulgora ruin structures should also drop iron sticks.
What ?
Without the recipe for substations, players are unable to set up a power grid on Fulgora. (Small poles require wood and medium and big poles require iron sticks, which are not available on Fulgora without using a powered ...
Fulgora ruin structures should also drop iron sticks.
What ?
Without the recipe for substations, players are unable to set up a power grid on Fulgora. (Small poles require wood and medium and big poles require iron sticks, which are not available on Fulgora without using a powered ...
- Wed Oct 23, 2024 2:06 am
- Forum: Implemented Suggestions
- Topic: [may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop?
- Replies: 9
- Views: 24395
[may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop?
In FFF #432 devs posted "Aquilo is notably lacking in basic resources. On the other planets you can land with nothing and build your way to another rocket. On Aquilo if you land with nothing then you can do nothing."
So I guess that should also apply to Fulgora, i.e. players can start a base in ...
So I guess that should also apply to Fulgora, i.e. players can start a base in ...