Search found 786 matches

by Kyralessa
Thu Jan 15, 2026 2:22 pm
Forum: Gameplay Help
Topic: Decider combinator, set recipe
Replies: 3
Views: 160

Re: Decider combinator, set recipe

You may want to take a look at the selector combinator, which gives you some options for sorting signals.
by Kyralessa
Thu Jan 08, 2026 5:26 pm
Forum: Gameplay Help
Topic: astroid in crusher issue
Replies: 1
Views: 227

Re: astroid in crusher issue

The crusher has a small chance of producing another chunk as part of the crushing process. So as well as the ore, you need to handle the asteroid chunk.

You can put it back where you got the original asteroid from (transport belt or whatever) or you can take it out with an inserter on the side ...
by Kyralessa
Wed Jan 07, 2026 6:58 am
Forum: Gameplay Help
Topic: how do i ssetup a circut to remove fluids?
Replies: 9
Views: 517

Re: how do i ssetup a circut to remove fluids?

mmmPI wrote: Tue Jan 06, 2026 6:12 pm I do exercise a judgment here, sorry, but if you have the barrel already in space ,you can just dump it into the void of space, no need to ship it to Vulcanus...
Thanks, forgot about that option. Added.
by Kyralessa
Tue Jan 06, 2026 5:55 pm
Forum: Gameplay Help
Topic: how do i ssetup a circut to remove fluids?
Replies: 9
Views: 517

Re: how do i ssetup a circut to remove fluids?

Without exercising any judgment about whether this is a good idea, if you want to void fluids, here are a couple of ways.

1. If the fluid can be barreled, you can automate voiding it by:

Barreling it
Shipping the barrels to Vulcanus
Having an inserter throw the barrels into the lava ...
by Kyralessa
Mon Jan 05, 2026 6:22 pm
Forum: Questions, reviews and ratings
Topic: [K2] No mining needed: Is that a good thing?
Replies: 7
Views: 463

Re: [K2] No mining needed: Is that a good thing?

Actually, you could say more about Space Age:


Iron is infinite on Vulcanus (from lava) and on Gleba (iron bacteria)
Copper is also infinite on both
Stone is infinite on Vulcanus (from lava)
Coal is infinite on Gleba (from carbon, made from spoilage, which you can get from jellynut or yumako ...
by Kyralessa
Mon Jan 05, 2026 6:11 pm
Forum: Questions, reviews and ratings
Topic: [K2] No mining needed: Is that a good thing?
Replies: 7
Views: 463

Re: [K2] No mining needed: Is that a good thing?

There are other mods that do something similar. In Space Exploration, for example, core mining is infinite.

It could be argued that there's infinite mining of a sort in Factorio: Space Age as well, given that jellynut and yumako are infinite as long as you keep planting seeds; you never have to ...
by Kyralessa
Mon Jan 05, 2026 5:30 pm
Forum: Gameplay Help
Topic: Bots don't refill Fusion reactors
Replies: 4
Views: 270

Re: Bots don't refill Fusion reactors

Why would you expect to be able to fill a fusion reactor without an inserter?
by Kyralessa
Sun Jan 04, 2026 8:04 am
Forum: General discussion
Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Replies: 33
Views: 4918

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block


To be fair, the Quality mod is required for Space Age. You can't just turn it off and still play the Space Age expansion.

However,


Nothing forces anybody to research it.
No item gets any quality modifiers until quality is researched.
I don't think quality is required to finish the game ...
by Kyralessa
Sun Jan 04, 2026 8:02 am
Forum: General discussion
Topic: My space age review
Replies: 10
Views: 1225

Re: My space age review


For me it was also a missbuy, after watching a video (dosh) and understanding some of the quality system, i haven't touched the game in over a year. I found this thread looking for a mod solution that would remove the quality system entirely while maintaining balance in late game (my understanding ...
by Kyralessa
Sat Jan 03, 2026 7:46 pm
Forum: Not a bug
Topic: [2.0.72] Typo in English locale for Tips and Tricks -> Trains -> Elevated Rails
Replies: 4
Views: 293

Re: [2.0.72] Typo in English locale for Tips and Tricks -> Trains -> Elevated Rails

I mean, technically this is true of the terrain too...except maybe when you drop a nuke.

https://en.wiktionary.org/wiki/impassible


impassible (comparative more impassible, superlative most impassible)

Unable to feel emotion; impassive.
Synonyms: emotionless, unfeeling; see also Thesaurus ...
by Kyralessa
Fri Jan 02, 2026 8:48 am
Forum: Ideas and Requests For Mods
Topic: "Proper way" of keeping eggs fresh [simple mod idea]
Replies: 2
Views: 163

Re: "Proper way" of keeping eggs fresh [simple mod idea]

Did you search on the mod portal? If you search for things like "freeze" or "refrigeration" there are many mods already that do this sort of thing.
by Kyralessa
Wed Dec 31, 2025 2:22 pm
Forum: Gameplay Help
Topic: Prioritizing signals?
Replies: 6
Views: 430

Re: Prioritizing signals?

OK, if I'm understanding right, what you're looking for is:


You have a set of items to produce: 100 yellow belts, 200 inserters, 50 gears, etc.
You want to pick one to produce until demand is satisfied.
Even if demand drops below other signals (e.g. 200 inserters falls to 99 inserters), you ...
by Kyralessa
Wed Dec 31, 2025 9:43 am
Forum: Gameplay Help
Topic: Prioritizing signals?
Replies: 6
Views: 430

Re: Prioritizing signals?

Could the selector combinator help?

https://wiki.factorio.com/Selector_combinator

You can use it to pick:
  • Highest-numbered signal
  • Lowest-numbered (non-zero) signal
  • Signal at a given index (0, 1, 2, 3...)
  • A random signal from among those present
by Kyralessa
Mon Dec 29, 2025 1:54 pm
Forum: Ideas and Suggestions
Topic: Merge Science Production Graph
Replies: 6
Views: 719

Re: Merge Science Production Graph

Epb7304 wrote: Mon Dec 29, 2025 1:34 pm perhaps I was not clear before but that is the suggestion, merge it into the same list of tabs, give science production its own graph tab like pollution, kills, production, etc.
That sounds like a good idea. I'm surprised it's not already like that.
by Kyralessa
Mon Dec 29, 2025 8:20 am
Forum: Gameplay Help
Topic: [SOLVED] How to deal with biters attacking outside of turret range.
Replies: 6
Views: 462

Re: [SOLVED] How to deal with biters attacking outside of turret range.

Flamethrowers are a bit more hassle than gun turrets or lasers, but not a lot more hassle. You don't need very many of them. When I use them, I create a blueprint to tile them spaced out at the maximum length of an underground pipe. That gives enough coverage to supplement gun turrets nicely.
by Kyralessa
Sun Dec 28, 2025 8:09 pm
Forum: Not a bug
Topic: [2.0.72] Wires that are too long silently fail on BP import.
Replies: 4
Views: 295

Re: [2.0.72] Wires that are too long silently fail on BP import.

igorigorigor wrote: Sat Dec 27, 2025 10:12 pm Everything here is vanilla.
Modifying a blueprint string outside the game isn't vanilla.
by Kyralessa
Sun Dec 28, 2025 8:07 pm
Forum: Gameplay Help
Topic: [SOLVED] How to deal with biters attacking outside of turret range.
Replies: 6
Views: 462

Re: How to deal with biters attacking outside of turret range.

In the early game, flamethrower turrets are a good option. A gun turret has a range of 18, but a flamethrower has 30.

Another good option is mines outside your walls, but this can be a hassle if you don't have construction bots to lay them for you.
by Kyralessa
Sun Dec 28, 2025 6:03 pm
Forum: Not a bug
Topic: [2.0.72] Space Platform request filter easily bypassed
Replies: 2
Views: 253

Re: [2.0.72] Space Platform request filter easily bypassed

Since you mention quality, was your workflow actually something like this?

1. Set normal quality agriscience in one slot.
2. Click a different slot in the same group, then try to set agriscience there. It isn't allowed.
3. Click a different slot, then click a different quality, and then click ...

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