Search found 100 matches
- Thu Dec 18, 2025 4:10 pm
- Forum: Gameplay Help
- Topic: Help me with continuous raise and fall in science maker
- Replies: 2
- Views: 237
Re: Help me with continuous raise and fall in science maker
It will smooth out when you have more labs.
- Sun Nov 23, 2025 12:14 am
- Forum: Gameplay Help
- Topic: Fluctuating power with Fusion
- Replies: 5
- Views: 566
Re: Fluctuating power with Fusion
Yes, since it’s a closed system, you don't need any ongoing supply of fluoroketone. The only need for new fluoroketone is if you deconstruct the pipes or fusion buildings and lose fluid that way.
- Sat Nov 22, 2025 4:28 pm
- Forum: Gameplay Help
- Topic: Fluctuating power with Fusion
- Replies: 5
- Views: 566
Re: Fluctuating power with Fusion
Is that a thing? I thought that the fluoroketone gets replaced at the same rate as it is used, so this wouldn't be a factor.
Factorio is a simulation that necessarily works in discrete time steps and discrete quantities. The fluoroketone cooling recipe works on 10 fluid-units at a time, so if ...
- Sat Nov 22, 2025 6:11 am
- Forum: Gameplay Help
- Topic: Fluctuating power with Fusion
- Replies: 5
- Views: 566
Re: Fluctuating power with Fusion
Pictures?
Are the hot fluoroketone pipes too full, maybe?
Are the hot fluoroketone pipes too full, maybe?
- Sun Nov 16, 2025 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Show tree pollution absorption in-game
- Replies: 0
- Views: 202
Show tree pollution absorption in-game
Summary
Factoriopedia shows pollution absorption of tiles, but not trees. Something should show pollution absorption of trees.
What?
There are two main absorbers of pollution (without Space Age / in the early game of SA): tiles and trees. However, nothing in-game tells players that trees ...
Factoriopedia shows pollution absorption of tiles, but not trees. Something should show pollution absorption of trees.
What?
There are two main absorbers of pollution (without Space Age / in the early game of SA): tiles and trees. However, nothing in-game tells players that trees ...
- Fri Oct 31, 2025 11:53 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 512
- Views: 376166
Re: 3 and 4 way intersections
I just discovered this thread and thought I’d share a design I recently came up with for a small 3-way intersection using elevated rails. I tend to build densely, so my biggest train problem is having enough room to fit all the intersections and stations far enough apart from each other and the ...
- Thu Oct 09, 2025 4:24 pm
- Forum: Duplicates
- Topic: Spoiled first does not work on space station
- Replies: 12
- Views: 1209
Re: Spoiled first does not work on space station
Fun fact, you can technically turn off the character's inventory sorting, but I haven't seen a single person do so.
I sometimes turn sorting off in order to set up inventory filters, which requires that there not already be a different item sorted into the slot I am filtering.
(Now you're ...
- Sat Sep 13, 2025 4:54 pm
- Forum: Bug Reports
- Topic: [2.0.66] Shoreline graphic broken placing stone brick on foundation
- Replies: 2
- Views: 606
Re: [2.0.66] Shoreline graphic broken placing stone brick on foundation
Looks like the foundation tiles next to the water are drawing corners on top of the stone brick, that should instead be either underneath the stone brick or hidden entirely.
- Fri Aug 29, 2025 3:34 pm
- Forum: Show your Creations
- Topic: Make your recyclers stack their outputs!
- Replies: 10
- Views: 2334
Re: Make your recyclers stack their outputs!
I used to put quality modules in all my Fulgora recyclers, but I found that the high quality items were taking away capacity from everything I wanted to do with normal-quality items. Perhaps they would be valuable if I split all my various production lines to support intermediate quality inputs, but ...
- Fri Aug 29, 2025 3:15 am
- Forum: Show your Creations
- Topic: Make your recyclers stack their outputs!
- Replies: 10
- Views: 2334
Re: Make your recyclers stack their outputs!
The recycler will only use the output slot corresponding to the position of that product in the recycling recipe — and so the recycler has 12 output slots because the scrap recycling recipe has 12 products. I don’t recall whether it was in FFF or the forum, but someone from Wube said that this is an ...
- Thu Aug 28, 2025 3:10 am
- Forum: Show your Creations
- Topic: Make your recyclers stack their outputs!
- Replies: 10
- Views: 2334
Make your recyclers stack their outputs!
Recyclers are capable of placing item stacks onto belts, but they won't if the belt is not backed up. This wastes belt capacity. Here’s a simple trick to make recyclers output mostly full stacks:
Recyclers.jpg
Each recycler is set to “Read working”, and wired to its own dedicated belt segment ...
Recyclers.jpg
Each recycler is set to “Read working”, and wired to its own dedicated belt segment ...
- Mon Jul 28, 2025 7:09 pm
- Forum: Gameplay Help
- Topic: How to get rid of item less than 100% health?
- Replies: 21
- Views: 2597
Re: How to get rid of item less than 100% health?
I feel like the game ought to offer some improvements in this area, to keep things “automatable”. Here are a couple of options that come to mind:
Damaged items become ineligible for fulfilling logistic requests, only construction ghosts. (This might be hard to implement efficiently, and it ...
Damaged items become ineligible for fulfilling logistic requests, only construction ghosts. (This might be hard to implement efficiently, and it ...
- Tue Jul 22, 2025 2:44 pm
- Forum: Gameplay Help
- Topic: Logistics bots not taking short paths for loading rockets?
- Replies: 10
- Views: 1079
Re: Logistics bots not taking short paths for loading rockets?
I was under the impression that the order in which the silos are used for orbital request is fairly straightforward : the first silo built has priority, if busy then the 2nd then the 3rd and so on
I didn’t say it wasn’t predictable; I said it wasn’t smart, that is, it doesn’t choose the ...
- Tue Jul 22, 2025 2:33 pm
- Forum: Gameplay Help
- Topic: Logistics bots not taking short paths for loading rockets?
- Replies: 10
- Views: 1079
Re: Logistics bots not taking short paths for loading rockets?
I have seen this too. The problem isn't the bots themselves but which rocket silos are chosen to translate the orbital logistic requests into ground logistics requests; there doesn't seem to be any smarts to it.
My solution is to use belts and direct insertion into rocket silos, so the science is ...
My solution is to use belts and direct insertion into rocket silos, so the science is ...
- Fri Jul 18, 2025 5:27 am
- Forum: Gameplay Help
- Topic: Did circular belts always halt on full load?
- Replies: 5
- Views: 926
Re: Did circular belts always halt on full load?
The classic solution to this problem for “sushi belts” is to count the items on the belt and use circuit-controlled inserters to only add more if the item count is under a limit.
If you like purely belt-based solutions or want an easy mixed quality/trash belt, you can put a faster belt somewhere in ...
If you like purely belt-based solutions or want an easy mixed quality/trash belt, you can put a faster belt somewhere in ...
- Fri Jun 27, 2025 4:43 pm
- Forum: Gameplay Help
- Topic: Burner drills/inserters are useless?
- Replies: 6
- Views: 1051
Re: Burner drills/inserters are useless?
I use burner inserters for a few pieces of critical infrastructure:
Burner inserters feeding coal to boilers ensures that excessive power demand won’t slow down the fuel insertion and lead to blackout.
Burner inserters feeding ammo to gun turrets ensures that borders stay defended even if I ...
Burner inserters feeding coal to boilers ensures that excessive power demand won’t slow down the fuel insertion and lead to blackout.
Burner inserters feeding ammo to gun turrets ensures that borders stay defended even if I ...
- Sat Jun 14, 2025 3:54 pm
- Forum: Gameplay Help
- Topic: Game doesen't let me move on to the next level
- Replies: 2
- Views: 637
Re: [2.0.55] game doesen't let me move on to the next level
To expand on that: The Tutorial has five pre-defined levels, and if you have completed them, there is no more of the Tutorial to unlock.
A “normal” (Freeplay) game of Factorio doesn’t have any levels — you just start from scratch, and build and research to get to the rocket launch (or ignore that ...
A “normal” (Freeplay) game of Factorio doesn’t have any levels — you just start from scratch, and build and research to get to the rocket launch (or ignore that ...
- Tue Jun 10, 2025 4:37 pm
- Forum: Ideas and Suggestions
- Topic: Fulgora bootstrap
- Replies: 7
- Views: 1581
Re: Fulgora bootstrap
I think enough people miss the option of hand-recycling scrap that it would make sense to highlight it somehow.
Putting it in a tip/tutorial is the obvious way. Another way would be to rearrange the tech tree so that you need to hand-recycle some scrap as a trigger to unlock Recycler, but that ...
Putting it in a tip/tutorial is the obvious way. Another way would be to rearrange the tech tree so that you need to hand-recycle some scrap as a trigger to unlock Recycler, but that ...
- Thu May 29, 2025 5:01 pm
- Forum: Gameplay Help
- Topic: One red belt of stone is not enough for 48 steel furnaces
- Replies: 3
- Views: 1730
Re: One red belt of stone is not enough for 48 steel furnaces
The recipe for stone brick takes 2 stone as input, unlike the copper and iron recipes. Therefore, a red belt of stone can only supply 24 steel furnaces, not 48.
- Sat May 10, 2025 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Fix Inconsistent Ghost Cursor Behavior
- Replies: 4
- Views: 1031
Re: Fix Inconsistent Ghost Cursor Behavior
Are you actually pressing the Q key to pipette, or did you bind something else? I had trouble early on with 2.0 because I was used to using middle mouse for pipette, but having pipette and "set filters" on the same button doesn't work on item-slot-like things (even if the slot is not filterable, and ...