- Deconstruct any underground belt exit
- Wait for bots to remove it
- Undo it
- The underground belt exit will be replaced with an underground belt entrance. Has the wrong rotation too
Search found 41 matches
- Mon Sep 22, 2025 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo
- Replies: 3
- Views: 484
[2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo
- Mon Sep 22, 2025 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.65] Combinator's red and green wire connections overlap when built vertically
- Replies: 3
- Views: 1624
- Fri Sep 19, 2025 9:32 pm
- Forum: Assigned
- Topic: [kovarex][2.0.62] Inconsistency in undo rotation of belts and underground belts
- Replies: 1
- Views: 397
Re: [2.0.62] Inconsistency in undo rotation of belts and underground belts
This is still present in 2.0.66
Undo-redo does not rotate underground belts that were rotated by smart-belt dragging
Undo-redo does not rotate underground belts that were rotated by smart-belt dragging
- Tue Sep 16, 2025 7:44 pm
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 3
- Views: 959
Re: Number Displays and Number Dashboards (Display Panels)
My design is better. The design you linked doesn't display negative numbers, doesn't display 2147483647, and uses 2 more signals in the constant combinator.
- Fri Sep 12, 2025 3:29 am
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 3
- Views: 959
Number Displays and Number Dashboards (Display Panels)
display dashboard thumb 2.png
Feature-rich number displays and number dashboards, using display panels
Blueprint Book: https://www.factoriocodex.com/blueprints/132
Features:
Displays all numbers, including -2147483648 and 0
Leading whitespace (rather than leading zeros)
Floating sign ...
Feature-rich number displays and number dashboards, using display panels
Blueprint Book: https://www.factoriocodex.com/blueprints/132
Features:
Displays all numbers, including -2147483648 and 0
Leading whitespace (rather than leading zeros)
Floating sign ...
- Mon Sep 08, 2025 4:59 am
- Forum: Ideas and Suggestions
- Topic: Allow Biolabs on every planet *except* Gleba
- Replies: 32
- Views: 2531
Re: Allow Biolabs on every planet *except* Gleba
In the first post I linked https://forums.factorio.com/129833 where Rseding explained their position about Biolabs on Gleba.
tl;dr:
They want to reward shipping spoilable Ag Science elsewhere
If you want to do research on Gleba, you can still do so with normal labs
Now I don't agree that ...
tl;dr:
They want to reward shipping spoilable Ag Science elsewhere
If you want to do research on Gleba, you can still do so with normal labs
Now I don't agree that ...
- Thu Aug 28, 2025 11:56 pm
- Forum: Ideas and Suggestions
- Topic: Allow Biolabs on every planet *except* Gleba
- Replies: 32
- Views: 2531
Re: Allow Biolabs on every planet *except* Gleba
I understand you have a different opinion, based on your experience, where would you say is an easier place to produce plastic and stone product at megabase scale ?
Well Nauvis.
Yes, one planet will be best. It is human nature to seek out the optimal, even at the cost of fun.
But when you ...
- Tue Aug 26, 2025 1:31 am
- Forum: Ideas and Suggestions
- Topic: Allow Biolabs on every planet *except* Gleba
- Replies: 32
- Views: 2531
Re: Allow Biolabs on every planet *except* Gleba
My opinion is that this incentivize players to make all their labs in Vulcanus and not on every planets.
Vulcanus struggles to produce stone products (rails, purple science) and coal products (plastic, circuits) at megabase speeds. Coal can be synthesized with orbital mining, but the point is ...
- Sat Aug 23, 2025 5:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.65] Combinator's red and green wire connections overlap when built vertically
- Replies: 3
- Views: 1624
[Jerzy][2.0.65] Combinator's red and green wire connections overlap when built vertically
Hey, remember FFF-210 ?
[...] when you build entities vertically, they would very often only show one colour of wire. To prevent this from happening, I took a pixel grid in Blender and I tried to always have the connectors far away from each other to prevent this from happening. The same issue ...
[...] when you build entities vertically, they would very often only show one colour of wire. To prevent this from happening, I took a pixel grid in Blender and I tried to always have the connectors far away from each other to prevent this from happening. The same issue ...
- Sat Aug 23, 2025 4:46 am
- Forum: Ideas and Suggestions
- Topic: Allow Biolabs on every planet *except* Gleba
- Replies: 32
- Views: 2531
Re: Allow Biolabs on every planet *except* Gleba
There is the issue of biters survive everywhere.
Survive? Biter Eggs spoil into a "Big Biter" with reduced health; not into a Spawner. Bacterium may "survive" in space, but they are not happy about it, and definitely not reproducing or usable for Scientific Research.
I am a strong believer ...
- Fri Aug 22, 2025 7:20 pm
- Forum: Ideas and Suggestions
- Topic: Add an infinite technology to increase Cargo Landing Pad limit
- Replies: 21
- Views: 2063
Re: Add an infinite technology to increase Cargo Landing Pad limit
Rseding91 mentioned that it was an intentional tradeoff because Gleba https://forums.factorio.com/129833 (I agree with you that biolabs are really helpful and practically required for megabasing)
That thread got me thinking: They want to reward shipping spoilable Ag Science to other planets ...
- Fri Aug 22, 2025 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Allow Biolabs on every planet *except* Gleba
- Replies: 32
- Views: 2531
Allow Biolabs on every planet *except* Gleba
TL;DR:
Allow Biolabs on every planet except Gleba
If desired, this could be gated behind promethium science
Why?
This maintains only 1 landing pad per planet as a logistic puzzle, and to keep GUIs simple FFF-417
This maintains "it's cool to have a single location with lots of activity ...
Allow Biolabs on every planet except Gleba
If desired, this could be gated behind promethium science
Why?
This maintains only 1 landing pad per planet as a logistic puzzle, and to keep GUIs simple FFF-417
This maintains "it's cool to have a single location with lots of activity ...
- Fri Aug 22, 2025 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Add an infinite technology to increase Cargo Landing Pad limit
- Replies: 21
- Views: 2063
Re: Add an infinite technology to increase Cargo Landing Pad limit
Rseding91 mentioned that it was an intentional tradeoff because Gleba https://forums.factorio.com/129833 (I agree with you that biolabs are really helpful and practically required for megabasing)
Then Reseding needs to be convinced otherwise. Regular labs on Gleba are clearly suboptimal in the ...
- Mon Aug 18, 2025 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Add an infinite technology to increase Cargo Landing Pad limit
- Replies: 21
- Views: 2063
Re: Add an infinite technology to increase Cargo Landing Pad limit
1. Vanilla megabases do run into the throughput limits of a Cargo Landing Pad, and no solution is satisfactory. Bot-based unloading is UPS-intensive, while inserter handoff to wagons, cars, rocket silos, etc. is an ugly trick that feels like exploiting jank. Letting us unlock more Cargo Landing ...
- Mon Aug 18, 2025 2:42 am
- Forum: Ideas and Suggestions
- Topic: Add an infinite technology to increase Cargo Landing Pad limit
- Replies: 21
- Views: 2063
Add an infinite technology to increase Cargo Landing Pad limit
TL;DR:
Add a "Cargo Landing Pad Count" infinite technology which lets us place more than 1 Landing Pad per surface.
What?
This new technology directly competes with Research Productivity. It requires every science pack, with a high cost for the first level and VERY steep scaling from there.
I ...
Add a "Cargo Landing Pad Count" infinite technology which lets us place more than 1 Landing Pad per surface.
What?
This new technology directly competes with Research Productivity. It requires every science pack, with a high cost for the first level and VERY steep scaling from there.
I ...
- Sun Aug 03, 2025 11:18 am
- Forum: Minor issues
- Topic: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
- Replies: 2
- Views: 1000
[2.0.62] Build order affects belt throughput of direct-to-splitter mining
Factorio Screenshot 2025.08.03 - 00.24.14.01.png
Save: Mining to splitter build order bug.zip
Context: At high mining productivity, mining directly into a splitter is one way to increase the drill's output. The splitter must be oriented perpendicular to the miner for this to work ...
Save: Mining to splitter build order bug.zip
Context: At high mining productivity, mining directly into a splitter is one way to increase the drill's output. The splitter must be oriented perpendicular to the miner for this to work ...
- Sun Aug 03, 2025 11:14 am
- Forum: Outdated/Not implemented
- Topic: Restore inserter-to-splitter item throughput to 1.1 speeds
- Replies: 1
- Views: 533
Restore inserter-to-splitter item throughput to 1.1 speeds
In 1.1 we could saturate a blue belt with 3 inserters if 1 of them was targeting a perpendicular splitter:
https://web.archive.org/web/20250614091919/https://wiki.factorio.com/Inserters#Chest_to_splitter
https://www.reddit.com/r/factorio/comments/s5qehh/faster_chest_to_express_belt_insertion/
In ...
https://web.archive.org/web/20250614091919/https://wiki.factorio.com/Inserters#Chest_to_splitter
https://www.reddit.com/r/factorio/comments/s5qehh/faster_chest_to_express_belt_insertion/
In ...
- Sat Jul 26, 2025 2:38 am
- Forum: Modding help
- Topic: Lifespan of globals created when using /c console command?
- Replies: 2
- Views: 286
Lifespan of globals created when using /c console command?
I was looking at https://wiki.factorio.com/Console and noticed some snippets define locals while others define globals.
Eg. global:
/c surface = game.player.surface
for _, ore in pairs(surface.find_entities_filtered({type="resource"})) do
ore.amount = 10000
end
vs. local:
/c local surface ...
Eg. global:
/c surface = game.player.surface
for _, ore in pairs(surface.find_entities_filtered({type="resource"})) do
ore.amount = 10000
end
vs. local:
/c local surface ...
- Fri Jul 18, 2025 6:41 am
- Forum: Gameplay Help
- Topic: Thrashing / timing issues with passback Kovarex
- Replies: 9
- Views: 1033
Re: Thrashing / timing issues with passback Kovarex
I released a final ("final") design here: viewtopic.php?t=129925
I was able to remove all combinators, and improved the belt stacking
I was able to remove all combinators, and improved the belt stacking
- Fri Jul 18, 2025 5:12 am
- Forum: Show your Creations
- Topic: UPS-Focused, "Passback" Direct Insertion Kovarex Enrichment
- Replies: 1
- Views: 698
UPS-Focused, "Passback" Direct Insertion Kovarex Enrichment
passback thumb 3.png
https://i.imgur.com/cbt3a5b.mp4
Hmm, I wonder what UPS-efficient Kovarex would look like?
--Me (more hours ago than I would like to admit)
Features:
Direct insertion. Less inserter and belt activity
Max beacons and productivity. Less centrifuges
Tiling
Stacked ...
https://i.imgur.com/cbt3a5b.mp4
Hmm, I wonder what UPS-efficient Kovarex would look like?
--Me (more hours ago than I would like to admit)
Features:
Direct insertion. Less inserter and belt activity
Max beacons and productivity. Less centrifuges
Tiling
Stacked ...