Search found 78 matches
- Fri May 30, 2025 1:31 am
- Forum: Not a bug
- Topic: Editor mode allows to build much bigger ships than in-game
- Replies: 2
- Views: 419
Re: Editor mode allows to build much bigger ships than in-game
Actually wasn't that hard to fix for me, just upgrade furnaces and plants to rare... But still would need to farm for them...
- Fri May 30, 2025 1:20 am
- Forum: Not a bug
- Topic: Editor mode allows to build much bigger ships than in-game
- Replies: 2
- Views: 419
Editor mode allows to build much bigger ships than in-game
Idk if it's a bug; but it's really griefing and is likely to occur.
I've built this ship in editor but now can't paste this small bottom part due to limitations in ship length. :(
05-30-2025, 04-07-43.png
I've read this limitation was made as reaction to some abuse with thousand length ships. I ...
I've built this ship in editor but now can't paste this small bottom part due to limitations in ship length. :(
05-30-2025, 04-07-43.png
I've read this limitation was made as reaction to some abuse with thousand length ships. I ...
- Wed May 28, 2025 3:42 am
- Forum: Wiki Talk
- Topic: It's either wrong or unclear
- Replies: 0
- Views: 783
It's either wrong or unclear
https://wiki.factorio.com/Space_platform
Explanations of conditions for space platform :
05-28-2025, 06-32-08.png
From my observation it's causing space platform to leave if any item it's requesting (and probably providing to another place) reached 0.
So far this worked flawlessly for a day of ...
Explanations of conditions for space platform :
05-28-2025, 06-32-08.png
From my observation it's causing space platform to leave if any item it's requesting (and probably providing to another place) reached 0.
So far this worked flawlessly for a day of ...
- Tue May 27, 2025 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Destroy Biter Creep goop with Grenedes
- Replies: 1
- Views: 264
Destroy Biter Creep goop with Grenedes
I hate the stains all around the world that do not decay from the day they were added.
05-27-2025, 23-28-32.png
I've read the decay feature would be too laggy. In an absence maybe at least make it so explosives would revert the creep to normal land ?..
I know about concrete, but sometimes I ...
05-27-2025, 23-28-32.png
I've read the decay feature would be too laggy. In an absence maybe at least make it so explosives would revert the creep to normal land ?..
I know about concrete, but sometimes I ...
- Tue May 27, 2025 7:57 pm
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 541
Re: Rapid Artillery Marking is missing and it's bad with health buff
The guy above posted a good suggestion about changing SECONDARY keybind to CTRL+SCROLLWHEEL, but it's still the same kind of non-intuitive and jank as before, as the mouse macro.
I think the guy who posted agaisnt this just never did it in game.
- Tue May 27, 2025 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 541
Re: Rapid Artillery Marking is missing and it's bad with health buff
Fucking THIS, not the pseudo-hardcorness of not optimizing tasks that ""should"" be automatic, I just wanna shoot artillery and hear shots and explosions.
- Mon May 26, 2025 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 541
Re: Rapid Artillery Marking is missing and it's bad with health buff
robot256 wrote: Sat May 17, 2025 2:43 am Or just expand your defense perimeter and research so they operate automatically? Factorio doesn't optimize manual actions when they can be automated.

eeeh i mean belt dragging etc power poles pipes placements (can be automated with robots)





- Sat May 17, 2025 2:35 am
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 541
Rapid Artillery Marking is missing and it's bad with health buff
05-17-2025, 05-25-09.png
Before 2.0 there was some hidden interaction with control settings that allowed you to drag and rapid fire nests manually.
Now it's gone, but also nests received huge buff to their health so that they are dying in 2 hits, taking double the clicks.
It shouldn't be a ...
Before 2.0 there was some hidden interaction with control settings that allowed you to drag and rapid fire nests manually.
Now it's gone, but also nests received huge buff to their health so that they are dying in 2 hits, taking double the clicks.
It shouldn't be a ...
- Sat May 17, 2025 2:01 am
- Forum: Ideas and Suggestions
- Topic: Ghost Rail Planner needs to be toggled instead of Held
- Replies: 2
- Views: 221
Ghost Rail Planner needs to be toggled instead of Held
Always bothered me.
It feels like a bug that you can't rotate counter clockwise while in ghost mode and have to press R R R R R R R (13? times) instead of Shift-R

It feels like a bug that you can't rotate counter clockwise while in ghost mode and have to press R R R R R R R (13? times) instead of Shift-R



- Tue May 13, 2025 1:31 am
- Forum: Ideas and Suggestions
- Topic: Attrition world Preset (Mediumcore)
- Replies: 1
- Views: 323
Re: Attrition world Preset (Combat Mediumcore)
Also
Also please with this settings my worlds are lookng like a bitter goop. Please consider adding decay to biter's creep underneath nests :(
Enemy Expansion Maximum group size : (20/20/50) //i would even suggest progresively increasing this stat depending on evolution. Bigger evolution ...
Also please with this settings my worlds are lookng like a bitter goop. Please consider adding decay to biter's creep underneath nests :(
Enemy Expansion Maximum group size : (20/20/50) //i would even suggest progresively increasing this stat depending on evolution. Bigger evolution ...
- Tue May 13, 2025 1:29 am
- Forum: Ideas and Suggestions
- Topic: Attrition world Preset (Mediumcore)
- Replies: 1
- Views: 323
Attrition world Preset (Mediumcore)
TL;DR
I think right now Factorio misses the official "medium" difficulty.
Why?
The default world is ranging from literally being peaceful (grass spawn) to just easy. While a Deathwrold, on the other hand, in gaming terms, should be called as "Hard+" or "Very Hard".
Ofc Factorio allows to ...
I think right now Factorio misses the official "medium" difficulty.
Why?
The default world is ranging from literally being peaceful (grass spawn) to just easy. While a Deathwrold, on the other hand, in gaming terms, should be called as "Hard+" or "Very Hard".
Ofc Factorio allows to ...
- Sun May 11, 2025 1:50 am
- Forum: Ideas and Suggestions
- Topic: Add electrical beams to robots
- Replies: 2
- Views: 279
Add electrical beams to robots
05-11-2025, 04-44-35.png
I've been playing with this debug option for as long as I can remember. Enabled it instantly upon discovery.
When posting pics to friends and online a lot of people also been asking for how do you do this.
Maybe add some electrical looking semi mostly transparent cool ...
I've been playing with this debug option for as long as I can remember. Enabled it instantly upon discovery.
When posting pics to friends and online a lot of people also been asking for how do you do this.
Maybe add some electrical looking semi mostly transparent cool ...
- Tue Apr 22, 2025 5:20 am
- Forum: Ideas and Suggestions
- Topic: Deathworld preset should have bigger starter ore patches
- Replies: 0
- Views: 263
Deathworld preset should have bigger starter ore patches
I usually play Deathworlds modified to have bigger patches of ores (by amount) and Enemy Evolution by time decreased from 200 to 100 (base is 40).
This time I was rolling the world without preview (to not spoil patches of ore) and at some time forgot about setting ore richness to something like 300 ...
This time I was rolling the world without preview (to not spoil patches of ore) and at some time forgot about setting ore richness to something like 300 ...
- Fri Jun 21, 2024 12:48 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 129604
Re: Friday Facts #416 - Fluids 2.0
I would suggest that the “output” of a pipe section (aka what a machine can draw from it) shouldn’t only scale by its fill level but also the number of pipes the section consists of (maybe with a threshold and bigger increments). This would somewhat limit the “throughput” of a pipe system and ...
- Fri Jun 21, 2024 12:27 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 129604
Re: Friday Facts #416 - Fluids 2.0
Pog; though I wished you'd take inspiration from GregTech power system because Thermal Expansion approach completely nullifies caring about throughput in a system as a whole...
Completely ignoring the fact i stole the power system from IC2 basically, and then reimplemented it badly. Not a good ...
- Fri Jun 21, 2024 12:09 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 129604
Re: Friday Facts #416 - Fluids 2.0
Pog; though I wished you'd take inspiration from GregTech power system because Thermal Expansion approach completely nullifies caring about throughput in a system as a whole...
- Thu Apr 14, 2022 9:35 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 74451
Re: mute the game while alt-tabbed
Is this feature really that hard to implement?.. Many games have it like Path of Exile, Dota 2, even saw it in Darkest Dungeon... If I didn't knew, I would bet everything that Factorio is one of the games where it definitely should have been as I think many people often stay AFK... As for me, every ...
- Wed Sep 08, 2021 7:14 am
- Forum: Ideas and Suggestions
- Topic: Remove biter's mucus ground with fire/poison capsule
- Replies: 1
- Views: 1118
Remove biter's mucus ground with fire/poison capsule
TL;DR
Make it so you could somehow clear the ground from biter's goop after you cleared a nest and preserve a terrain without just covering everything with concrete.
Why ?
Now you can only place concrete on top, but then if you remove it ground would still be in goop, so you can have either ...
Make it so you could somehow clear the ground from biter's goop after you cleared a nest and preserve a terrain without just covering everything with concrete.
Why ?
Now you can only place concrete on top, but then if you remove it ground would still be in goop, so you can have either ...
- Mon Sep 06, 2021 3:35 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 74451
Re: mute the game while alt-tabbed
yes pls, +1 for the feature
- Sat Jul 17, 2021 5:13 am
- Forum: Questions, reviews and ratings
- Topic: Best mods that don't affect vanilla too much?
- Replies: 9
- Views: 7068
Re: Best mods that don't affect vanilla too much?
It's a fun extension and doesn't break anything in terms of regular vanilla progression since it's only would be actually viable only in end-end game and with post rocket factory:
https://mods.factorio.com/mod/MIRV
https://mods.factorio.com/mod/MIRV