Search found 95 matches

by kpreid
Fri Oct 31, 2025 11:53 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 504
Views: 357558

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 ...
by kpreid
Thu Oct 09, 2025 4:24 pm
Forum: Duplicates
Topic: Spoiled first does not work on space station
Replies: 12
Views: 839

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 ...
by kpreid
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: 498

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.
by kpreid
Fri Aug 29, 2025 3:34 pm
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 9
Views: 1515

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 ...
by kpreid
Fri Aug 29, 2025 3:15 am
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 9
Views: 1515

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 ...
by kpreid
Thu Aug 28, 2025 3:10 am
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 9
Views: 1515

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 ...
by kpreid
Mon Jul 28, 2025 7:09 pm
Forum: Gameplay Help
Topic: How to get rid of item less than 100% health?
Replies: 21
Views: 2020

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 ...
by kpreid
Tue Jul 22, 2025 2:44 pm
Forum: Gameplay Help
Topic: Logistics bots not taking short paths for loading rockets?
Replies: 10
Views: 820

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 ...
by kpreid
Tue Jul 22, 2025 2:33 pm
Forum: Gameplay Help
Topic: Logistics bots not taking short paths for loading rockets?
Replies: 10
Views: 820

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 ...
by kpreid
Fri Jul 18, 2025 5:27 am
Forum: Gameplay Help
Topic: Did circular belts always halt on full load?
Replies: 5
Views: 779

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 ...
by kpreid
Fri Jun 27, 2025 4:43 pm
Forum: Gameplay Help
Topic: Burner drills/inserters are useless?
Replies: 6
Views: 906

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 ...
by kpreid
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: 542

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 ...
by kpreid
Tue Jun 10, 2025 4:37 pm
Forum: Ideas and Suggestions
Topic: Fulgora bootstrap
Replies: 5
Views: 1081

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 ...
by kpreid
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: 1416

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.
by kpreid
Sat May 10, 2025 2:43 pm
Forum: Ideas and Suggestions
Topic: Fix Inconsistent Ghost Cursor Behavior
Replies: 4
Views: 870

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 ...
by kpreid
Fri May 09, 2025 3:07 am
Forum: Ideas and Suggestions
Topic: Fix Inconsistent Ghost Cursor Behavior
Replies: 4
Views: 870

Re: Fix Inconsistent Ghost Cursor Behavior

Perhaps I misunderstand, but doesn’t this already work? It’s true that you can't open specifically the “Set ghost cursor” window without using remote view, but you don’t need it.


Press E / open inventory.
Hover heat pipes in the crafting section.
Press Q / pipette.


You will get heat pipes ...
by kpreid
Mon May 05, 2025 5:25 pm
Forum: Gameplay Help
Topic: When you research Epic or Legendary quality, how do you prevent your existing upcyclers from suddenly clogging?
Replies: 4
Views: 886

Re: When you research Epic or Legendary quality, how do you prevent your existing upcyclers from suddenly clogging?

Here is (approximately) how I set up my first quality quality module factory. By splitting each output quality into its own belt, the remaining belt branch becomes the place where all higher qualities go, and the place to build the next row — this tiles all the way up to legendary Q3 and you only ...
by kpreid
Sat Apr 12, 2025 8:36 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2034
Views: 876076

Re: Simple Questions and Short Answers

Well, this is the "short answers" thread, and troubleshooting tends to be long. How about you create a new thread, and post pictures of what you've got there. Show the silo that you're trying to launch from, and what you put in the dialog.
by kpreid
Sat Apr 12, 2025 6:13 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2034
Views: 876076

Re: Simple Questions and Short Answers

In order to create a platform in orbit above a specific planet, you must have a rocket silo on that planet, and a space platform starter pack available to be launched by that silo. You can then order the creation one of two different ways:


In the remote view, on the left side where planets and ...
by kpreid
Fri Apr 11, 2025 2:31 am
Forum: Gameplay Help
Topic: [2.0.43] Unable to satisfy "47 Entities are missing ..."
Replies: 3
Views: 608

Re: [2.0.43] Unable to satisfy "47 Entities are missing ..."

You created a pin from an alert. The pin sticks around independently of the alert, and its text is just copied from the alert when you create it.
04-10-2025, 19-30-00.png
04-10-2025, 19-30-00.png (136.65 KiB) Viewed 559 times
Click the trash button on the pin list on the right sidebar to remove it.

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