Search found 637 matches
- Thu Sep 25, 2025 4:25 pm
- Forum: This Forum
- Topic: Forum search discards too many common words
- Replies: 8
- Views: 296
Re: Forum search discards too many common words
Ah the good old days when my search for the error message "there are no trains" returned no results because all the words were stripped out as common! Happy to report that at least now I get results when I search using quotation marks.
- Wed Sep 24, 2025 12:40 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 6
- Views: 470
Re: Module slots for Agricultural Towers
Ooooh now the agri tower is... a beacon! I like it!pastelstoic wrote: Tue Sep 23, 2025 6:56 pm The devs would have to give towers a radial effect to make plants grow faster around it, or to modify what it actually collects
- Mon Sep 22, 2025 12:37 pm
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 13
- Views: 1047
Re: Recreate previous disabled station skipping behaviour
is it possible to force it to leave immediately, and carry on to the next not-yet-disabled Unload stop?
Yes. Check the box on the train stop to 'send to train.' Have the train check for a circuit condition, using the same logic that disables the station. When that circuit condition is true, the ...
- Thu Sep 18, 2025 12:24 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 6
- Views: 470
Re: Module slots for Agricultural Towers
Hmm now I want a mod for a building based on an agritower that harvests trees to produce a given recipe like a wooden tank!
- Sun Sep 14, 2025 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Change enemy colors when peaceful mode is enabled
- Replies: 2
- Views: 271
Re: Change enemy colors when peaceful mode is enabled
There is a mod for that: https://mods.factorio.com/mod/Enemy_Color
- Sat Sep 13, 2025 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Let me collapse the conditions for a train station in train GUI
- Replies: 5
- Views: 2277
Re: Let me collapse the conditions for a train station in train GUI
This would be very handy for my ACME trains - trains that pick up and deliver a mixture of items for different tasks, like setting up a new mining outpost or a new reactor complex. Some of the conditions get a little complex because of the disjunctive normal form. It would be very convenient to be ...
- Sun Aug 31, 2025 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Display Chest "Limits" in tooltips
- Replies: 1
- Views: 175
- Sat Aug 30, 2025 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Some QOL for those of us that actually fight the bugs.
- Replies: 5
- Views: 365
Re: Some QOL for those of us that actually fight the bugs.
I don't carry around the pistol after I get other weapons but I agree that it just makes sense I am picking up my weapons, I am putting them back where I want them, not in some random order.
And yes, Yes, YES stop spamming information in the centre of my field of view, not just when reclaiming my ...
And yes, Yes, YES stop spamming information in the centre of my field of view, not just when reclaiming my ...
- Sat Aug 23, 2025 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Merge Science Production Graph
- Replies: 2
- Views: 279
Re: Merge Science Production Graph
I am wondering what this does to the scale on the production graph... yeah producing and consuming 20K science packs per minute and what was that? 2.5M eSPM? And suddenly you can't see anything else on the production graph...
Perhaps giving eSPM its own tab like pollution or kills?
Perhaps giving eSPM its own tab like pollution or kills?
- Fri Aug 22, 2025 6:07 pm
- Forum: Duplicates
- Topic: [2.0.65] EM plant does not consume acid to produce processing unit
- Replies: 1
- Views: 306
[2.0.65] EM plant does not consume acid to produce processing unit
1. What did I do?
I placed an EM plant on my space platform to make processing units (blue chips).
I connected the EM plant to my acid producing chem plant, and waited for the pipes and plant to fill with acid.
I rotated the plant to remove the acid pipe connection as my sulfur production wasn't ...
I placed an EM plant on my space platform to make processing units (blue chips).
I connected the EM plant to my acid producing chem plant, and waited for the pipes and plant to fill with acid.
I rotated the plant to remove the acid pipe connection as my sulfur production wasn't ...
- Tue Aug 19, 2025 12:44 pm
- Forum: Gameplay Help
- Topic: Inventries
- Replies: 2
- Views: 320
Re: Inventries
You might find it helpful to review the overview of logistic groups from the FFF https://www.factorio.com/blog/post/fff-382
As described in the FFF, if you modify a named logistic group, that change shows up everywhere that group is used, whether in your personal logistics, a platform request, a ...
As described in the FFF, if you modify a named logistic group, that change shows up everywhere that group is used, whether in your personal logistics, a platform request, a ...
- Thu Aug 14, 2025 12:58 pm
- Forum: Implemented mod requests
- Topic: make heat energy source able to pollute
- Replies: 5
- Views: 509
Re: make heat energy source able to pollute
How peculiar! Also heating towers generate pollution, while producing heat: https://wiki.factorio.com/Heating_tower I do not understand...
- Sat Aug 09, 2025 1:17 pm
- Forum: Gameplay Help
- Topic: Trouble Balancing Power Production and Consumption in Late Game
- Replies: 4
- Views: 609
Re: Trouble Balancing Power Production and Consumption in Late Game
As an alternative to building enough nuclear to power your entire factory, it is possible to set your labs to "sleep" overnight, thus not requiring the rest of your factory to work when your solar panels are sleeping. Given a small solar panel/accumulator set up on its own power network to detect ...
- Tue Aug 05, 2025 12:50 pm
- Forum: Show your Creations
- Topic: Express Delivery
- Replies: 1
- Views: 1227
Re: Express Delivery
This deserves a new achievement category, how close can you get to finishing a timed achievement exactly on time. 39:59:55 Wow!
- Mon Aug 04, 2025 1:08 pm
- Forum: Gameplay Help
- Topic: How does pentapod egg production spoilage work exactly?
- Replies: 4
- Views: 706
Re: How does pentapod egg production spoilage work exactly?
Interesting! I have not tried this so I don't have answers but I do have more questions.
What happens if you leave the craft starved of nutrients for fuel for the full 15 minutes? Does the egg spoil into a baby pentapod?
What happens if you cancel the crafting by changing the recipe in the ...
What happens if you leave the craft starved of nutrients for fuel for the full 15 minutes? Does the egg spoil into a baby pentapod?
What happens if you cancel the crafting by changing the recipe in the ...
- Sat Aug 02, 2025 12:50 pm
- Forum: Modding discussion
- Topic: nevermind -- Any desire or need for a new guide?
- Replies: 4
- Views: 603
Re: Any desire or need for a new guide?
The attention to detail, the thoughtful approach to the work, the obvious care and support for users... It sounds like you would be a good fit working for Wube!
I tend not to watch videos for exactly the reason you mentioned. It is hard to craft a good video but it sounds like you have clear goals ...
I tend not to watch videos for exactly the reason you mentioned. It is hard to craft a good video but it sounds like you have clear goals ...
- Mon Jul 21, 2025 11:43 am
- Forum: Ideas and Suggestions
- Topic: Toggle Individual Items in Logistics Group
- Replies: 6
- Views: 439
Re: Toggle Individual Items in Logistics Group
Maybe add support for dragging items across logistics groups?
I also had this issue switching between normal and legendary sciences. My problem could be solved with an "active science" group and an "inactive science" group and dragging items across them.
So many times I have wanted to do this!
- Sat Jul 12, 2025 1:00 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2029
- Views: 834422
Re: Simple Questions and Short Answers
https://wiki.factorio.com/Stone_brick "Stone paths are placed using Left mouse button and can be removed by using Right mouse button while holding any kind of path. "
- Wed Jul 02, 2025 2:38 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 24
- Views: 11943
Re: Set requests for space platform hub via circuit signals
Being able to set requests via circuit conditions would be very cool, but what about a different paradigm? You can set the schedule to tell the platform to unload to a planet or not. What if you could have a setting in the schedule to tell the platform whether or not it could request from the planet ...
- Mon Jun 23, 2025 1:22 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 761
Re: Wired Parking lot and train pathing
Glad you got your stacker working!
I set up my stackers so each lane has its own train stop with a train limit of one. That way I don't have to adjust any other limits when I add a stacker, and I can add in a new stacker block whenever and wherever. I also use separate stackers for full and empty ...
I set up my stackers so each lane has its own train stop with a train limit of one. That way I don't have to adjust any other limits when I add a stacker, and I can add in a new stacker block whenever and wherever. I also use separate stackers for full and empty ...