I notice that many/all? fluids have a temperature property (and heat capacity)
However, they seem to always stay at the same temperature no matter what?
Also, no leak to environment/buildings/adjacent pipes with other fluids etc?
Is this something that is work in progress or did it get abandoned ...
Search found 32 matches
- Wed Apr 09, 2025 6:17 pm
- Forum: Gameplay Help
- Topic: Is the temperature system incomplete?
- Replies: 3
- Views: 313
- Fri Apr 04, 2025 5:42 pm
- Forum: Modding interface requests
- Topic: Relative GUI for static GUI elements
- Replies: 8
- Views: 1869
Re: Relative GUI for static GUI elements
Just throwing this out there: It would be stupendously amazing if we could position GUI elements relative to the "static" GUI elements that are almost always shown. For example, the top-right GUI, the quickbar, shortcut bar, guns/ammo GUI, map editor GUI, etc. Right now it is possible to position ...
- Thu Mar 27, 2025 12:05 pm
- Forum: Combinator Creations
- Topic: SR-Latch + Dynamic Filter
- Replies: 5
- Views: 1163
Re: SR-Latch + Dynamic Filter
Use inactive artillery wagons for this purpose, they can fit 99 shells ;)
Thanks! I thought as well to create a separate network, the classical one interrupts were meant for to deliver just shells or any bulk cargo.
But I ended up leaving as is, because problem with shells was only ...
- Thu Mar 27, 2025 11:56 am
- Forum: Gameplay Help
- Topic: Do you plan the whole factory from the start?
- Replies: 12
- Views: 845
Re: Do you plan the whole factory from the start?
No plans. No main bus. No other peoples blueprints. Periodic refactoring when upgrades gets available. Strive to balance ratios. when happy with ratio and somewhat compact, it could accidentally become a blueprint and added to the library (and never used)
Otherwise it would just feel (for me ...
Otherwise it would just feel (for me ...
- Thu Mar 27, 2025 11:46 am
- Forum: Ideas and Suggestions
- Topic: [UX] Typing/naming logistic group name should also search the list of existing ones
- Replies: 0
- Views: 126
[UX] Typing/naming logistic group name should also search the list of existing ones
Hi!
When adding/naming a logistic group, it would be great to be able to just type in the field with it also searching the list of existing ones below, updated for each letter typed.
This would save a Ctrl-F (and/or lots of scrolling) and make it more elegant from a UX perspective. With only one ...
When adding/naming a logistic group, it would be great to be able to just type in the field with it also searching the list of existing ones below, updated for each letter typed.
This would save a Ctrl-F (and/or lots of scrolling) and make it more elegant from a UX perspective. With only one ...
- Wed Mar 26, 2025 2:51 pm
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 10
- Views: 12199
Re: Version 2.0.43
This game is not just a job for you guys. This is clearly a passion project! Thanks for doing this 

- Tue Mar 25, 2025 10:50 am
- Forum: Combinator Creations
- Topic: SR-Latch + Dynamic Filter
- Replies: 5
- Views: 1163
Re: SR-Latch + Dynamic Filter
I have made a supply network with one train, one supply hub and multiple stations.
Every station publishes its demand over a radio channel. For instance based on its local logistic network unfulfilled requests.
The hub tries and fills the train with everything requested, for instance by ...
- Wed Mar 19, 2025 7:34 pm
- Forum: General discussion
- Topic: How do you deal with emptiness after "finishing" the game?
- Replies: 18
- Views: 2432
How do you deal with emptiness after "finishing" the game?
Hi!
How do you deal with the emptiness after finishing the main "story/goal" of space age?
I totally respect that one could keep going after prometheum towards the shattered planet etc, and keep on upgrading the infinite techs. Or optimizing the existing factory.
But for me, personally, I just don ...
How do you deal with the emptiness after finishing the main "story/goal" of space age?
I totally respect that one could keep going after prometheum towards the shattered planet etc, and keep on upgrading the infinite techs. Or optimizing the existing factory.
But for me, personally, I just don ...
- Fri Mar 14, 2025 3:37 pm
- Forum: Releases
- Topic: Version 2.0.41
- Replies: 3
- Views: 6890
Re: Version 2.0.41
In pumps you cant press Q to select the filtered liquid (ghost) anymore. There were some other places too that liquids is "not Q-able" anymore
- Thu Feb 20, 2025 5:58 pm
- Forum: Releases
- Topic: Version 2.0.35
- Replies: 16
- Views: 8489
Re: Version 2.0.35
HELL YEAH! Thanks alot for a substantial update! :)
- Furnaces has a circuit option "Include in crafting", which does not make a difference if it is checked or not, when "Read contents" is active
- Also, Parameters 1-10 has "rocket capacity 10000" in the tooltip"
Btw, when in remote/camera view ...
- Furnaces has a circuit option "Include in crafting", which does not make a difference if it is checked or not, when "Read contents" is active
- Also, Parameters 1-10 has "rocket capacity 10000" in the tooltip"
Btw, when in remote/camera view ...
- Thu Feb 06, 2025 7:11 pm
- Forum: Off topic
- Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
- Replies: 7
- Views: 4574
Re: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
Thats why i wrote the post..
- "default sorting order" and "THE sorting order" refers to the same thing.
Ok, then please tell me what is this sorting order? This isn't explained in the text. The text mentions an order, but it doesn't explain what the order actually is except for the selector ...
- Thu Feb 06, 2025 6:26 pm
- Forum: Off topic
- Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
- Replies: 7
- Views: 4574
Re: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
I don't want to sound rude, but it seems you didn't remove AI hallucinations from its output. The game doesn't work like as it is described. The text looks proper and competent, but it isn't actually describing some of the real Factorio game mechanics properly. Instead, it is inventing ...
- Thu Feb 06, 2025 6:18 pm
- Forum: Off topic
- Topic: [AGI is here] LLM implementation with combinators. Items on belt represent letters
- Replies: 2
- Views: 3701
Re: [AGI is here] LLM implementation with combinators. Items on belt represent letters
I have to add that this is in no way serious and that the answer is incomplete, and the blueprint probably does not make sense.
its just a shitpost, but one that may spark someones imagination
its just a shitpost, but one that may spark someones imagination
- Thu Feb 06, 2025 6:07 pm
- Forum: Off topic
- Topic: [AGI is here] LLM implementation with combinators. Items on belt represent letters
- Replies: 2
- Views: 3701
[AGI is here] LLM implementation with combinators. Items on belt represent letters
> How many combinators do you think it would take to make the simplest form of LLM (if a belt with items was words and letters)? - This could be your way out!
Here’s the detailed explanation and blueprint for creating a simplified LLM in Factorio combinators.
Creating a Simplified LLM Using ...
Here’s the detailed explanation and blueprint for creating a simplified LLM in Factorio combinators.
Creating a Simplified LLM Using ...
- Thu Feb 06, 2025 5:58 pm
- Forum: Off topic
- Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
- Replies: 7
- Views: 4574
Re: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
Please comment if something is not right, or if I missed something when compiling this info 

- Thu Feb 06, 2025 5:57 pm
- Forum: Off topic
- Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
- Replies: 7
- Views: 4574
[Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0
Selector Combinator Modes
The selector combinator is a critical component for signal sorting and filtering in Factorio's Space Age update. It offers various modes to manipulate signals effectively:
Select Input :
Sort ...
Selector Combinator Modes
The selector combinator is a critical component for signal sorting and filtering in Factorio's Space Age update. It offers various modes to manipulate signals effectively:
Select Input :
Sort ...
- Tue Feb 04, 2025 2:53 pm
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 67
- Views: 6613
Re: [Poll] Would you be happy to pay for more official planets and expansions?
I don't think there is any question about many players liking the space age mod and those players would want more of the same. With all successful games though the limiting resource is the developers who can't produce content as fast as players can consume it and also eventually burn out on always ...
- Tue Feb 04, 2025 12:10 pm
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 10962
Re: Version 2.0.33
"Added hatch count info to platform hub, landing pad and rocket silo."
What does this mean, hatched eggs just as a fun stat as a reminder of poor egg handling? :)
No, it is referring to cargo hatches, which are the ports that cargo pods go in and out of. It tells you how many hatches each ...
- Tue Feb 04, 2025 11:47 am
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 67
- Views: 6613
[Poll] Would you be happy to pay for more official planets and expansions?
Hi!
Im nearing the end of my playthrough, and the dread of "finishing" the game is coming closer and closer.
I just realized that i would happily pay another 35 euros for another quality expansion. Do you feel the same?
if performance is an issue, maybe an expansion where you reach another ...
Im nearing the end of my playthrough, and the dread of "finishing" the game is coming closer and closer.
I just realized that i would happily pay another 35 euros for another quality expansion. Do you feel the same?
if performance is an issue, maybe an expansion where you reach another ...
- Tue Feb 04, 2025 11:39 am
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 10962
Re: Version 2.0.33
"Added hatch count info to platform hub, landing pad and rocket silo."
What does this mean, hatched eggs just as a fun stat as a reminder of poor egg handling?
What does this mean, hatched eggs just as a fun stat as a reminder of poor egg handling?
