Search found 32 matches
- Thu Feb 12, 2026 10:12 am
- Forum: Gameplay Help
- Topic: How to Have Robots Pick Up Mass-Dropped Items?
- Replies: 4
- Views: 159
Re: How to Have Robots Pick Up Mass-Dropped Items?
The easy way is the deconstruction planner. You almost found it. Customize an empty deconstruction planner and add the "item on the ground" placeholder from the Unsorted category.
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Ah. So THAT's how it works. Thank you so much!
FINALLY! One of my simple questions that actually has a ...
- Thu Feb 12, 2026 7:38 am
- Forum: Gameplay Help
- Topic: How to Have Robots Pick Up Mass-Dropped Items?
- Replies: 4
- Views: 159
How to Have Robots Pick Up Mass-Dropped Items?
This seems simple enough, and after searching both these forums, and the web in general, I found some advice that came close to what I need, but not quite. So I'm asking here.
The problem is simple. Every once-in-a-rare-occasion, some inventory-space SNAFU will happen, causing a bajillion items to ...
The problem is simple. Every once-in-a-rare-occasion, some inventory-space SNAFU will happen, causing a bajillion items to ...
- Fri Feb 06, 2026 6:00 am
- Forum: This Forum
- Topic: Moderator Request for My Thread to be Locked.
- Replies: 3
- Views: 348
Re: Moderator Request for My Thread to be Locked.
Thanks for the tips! *Insert non-existent thumbs-up emote that I wish was available*
- Fri Feb 06, 2026 2:21 am
- Forum: This Forum
- Topic: Moderator Request for My Thread to be Locked.
- Replies: 3
- Views: 348
Moderator Request for My Thread to be Locked.
The thread in question is this one: https://forums.factorio.com/viewtopic.php?t=132529
As a thread in the "Game Help" subforum, the question I made the thread to ask has already been thoroughly answered, and discussion therein has nowhere productive left to go. It is devolving into nothing but a ...
As a thread in the "Game Help" subforum, the question I made the thread to ask has already been thoroughly answered, and discussion therein has nowhere productive left to go. It is devolving into nothing but a ...
- Fri Feb 06, 2026 1:53 am
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 1294
Re: How to Read Power Levels and Usage on Circuit Network?
Honestly, this thread has already served it's purpose anyway. Its question has already been answered. There isn't much (if any) directions for further talk herein to go besides devolving into more of this pointless bickering, or going in some other random off-topic direction.
I would actually ...
I would actually ...
- Sat Jan 31, 2026 9:11 pm
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 1294
Re: How to Read Power Levels and Usage on Circuit Network?
That's exactly what i meant, to make sure you didn't missed something obvious
...
You need to use accumulator that are throttled so they don't discharged to early to make sure you avoid blackout. What you instead describe with your word previously sound like a priority system that will not ...
- Mon Jan 26, 2026 9:29 pm
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 1294
Re: How to Read Power Levels and Usage on Circuit Network?
I feel a lot of this is backward, if you want to "see the power usage" to manually handle the load balance you're doing it "wrong", you don't 'need' the vizualization per say, you can make it because you have access to lamps and several way to detect it if you want to make a fancy display, but ...
- Mon Jan 26, 2026 10:16 am
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 1294
Re: How to Read Power Levels and Usage on Circuit Network?
If you want the exact figures you need to use a mod .
Sound fairly easy to do just use a single accumulator and if its charge level ever goes under 100% that means your new fusion plants is not enough and you need to also use the old fission reactor.
But if you want to do it, the only ...
- Sun Jan 25, 2026 8:18 pm
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 1294
Re: How to Read Power Levels and Usage on Circuit Network?
I see. Well that's all... disappointing.
I find myself thinking that Satisfactory handles this issue way better, what with their priority breaker switches and such. Despite not even having anything comparable to the circuit network in their game.
Oh well. Thanks for answering my question, and for ...
I find myself thinking that Satisfactory handles this issue way better, what with their priority breaker switches and such. Despite not even having anything comparable to the circuit network in their game.
Oh well. Thanks for answering my question, and for ...
- Sun Jan 25, 2026 2:53 pm
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 1294
How to Read Power Levels and Usage on Circuit Network?
The short question is this: How can I get signals in the circuit network that reads various stats, like what you see when opening the power grid graphs? You would think such things could be read by linking a green or red wire to a power pole or substation, but that doesn't work.
As examples, here ...
As examples, here ...
- Tue Jul 22, 2025 9:41 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 25705
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
You are just wrong, and your explanations makes me feel like i'm talking to a 12 years old with chocolate all over his face saying he didn't eat the chocolate.
At this point there's not much more i can explain for you to understand ,but i'm confident anyone else can.
You say I've done ...
- Tue Jul 22, 2025 8:56 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 66320
Re: Ability to craft lower quality with higher quality
So, When I was searching to see if anyone had already made a thread for the suggestion I had in mind (basically this one), I didn't find this thread, because different people often don't describe the same idea with the same title/subject line. So I wound up making a (mostly) duplicate suggestion. It ...
- Tue Jul 22, 2025 1:22 am
- Forum: Ideas and Suggestions
- Topic: Multiple Qualities of Ingredients in Same Recipe
- Replies: 1
- Views: 587
Multiple Qualities of Ingredients in Same Recipe
TL;DR
Allow combinations of different qualities of ingredients to be used at the same time in a production machine, with more of higher quality ingredients giving higher chances of higher quality products, and the lowest quality ingredient being the lowest possible quality product.
What ...
Allow combinations of different qualities of ingredients to be used at the same time in a production machine, with more of higher quality ingredients giving higher chances of higher quality products, and the lowest quality ingredient being the lowest possible quality product.
What ...
- Mon Jul 21, 2025 5:06 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 25705
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Thank you, i have sent personnal attack in private as required.
Lol. Why bother? He doesn't show that courtesy. Neither does he bother keeping his criticism constructive or even rational. He's just a troll who clearly can't stand the thought of "losing" an argument. Just ignore him. It's what I ...
- Fri Jul 18, 2025 11:56 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 25705
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
<further descriptions>
There's something I've been thinking of doing for a while now, but am still unsure if it's worth it. Especially since I'm mostly only participating in this discussion as a time killer anyway, ever since it caught my interest on a whim when I was browsing through the list ...
- Wed Jul 16, 2025 8:47 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 25705
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Quality crushing in the current setting doesn't have a high risk running of normal seeds: a biochamber with 4 legendary quality 3s and no speed still produces 112.8% normal seeds. Though without speed it's impractical anyway.
Some players already complained they ran out of seeds even without ...
- Thu Jul 10, 2025 5:48 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 25705
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
i linked several topics where other people explain what you seemingly can't process
You linked exactly ONE other topic where people discuss what we are (or at least were ) discussing in this one.
Here:
Here is yet another topic similar btw in suggestion not balancing: https://forums.factorio ...
- Mon Jul 07, 2025 5:00 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 25705
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Yeah why ? just harvest all your legendary seed and let the fruits spoil because you only needed basic quality.
Why am I even... *sigh* OK, I'll explain this.
You don't need basic quality. ~Duh~. If you are using the quality system to try and get higher quality fruits in the first place, that ...
- Mon Jul 07, 2025 5:11 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 25705
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Yeah otherwise how do you know which trees is legendary and which tree is a normal tree if you do not control properly the agricultural tower ?
You don't need to know. Why are you even thinking that you would?
Picture this:
******* First Harvest *******
- I pull in a crop of common quality ...
- Mon Jul 07, 2025 12:43 am
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 27
- Views: 7602
Re: Uranium and ammo shipping too expensive
Your argument, taken to its logical conclusion, <snip>
No. You are not taking the argument taken to its logical conclusion. You are taking it to its maximized conclusion. Completely failing to analyze it with the obviously implied "within reason" clause that such arguments should always be ...