Recently I had to account that if recycler spits the same item, it still is seen in the production statistic as produced.
Seems like now it isn't the case for some reason.
Tried to search game changes, was it this fix?
Version: 2.0.20
Date: 18. 11. 2024
Bugfixes:
- Fixed quality increase of self ...
Search found 162 matches
- Sun Feb 08, 2026 9:23 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
- Sat Jan 31, 2026 6:29 pm
- Forum: Balancing
- Topic: Travel to Aquilo is a massive difficulty spike
- Replies: 5
- Views: 763
Re: Travel to Aquilo is a massive difficulty spike
Well, imagine then how would feel making ships to reach solar system end.
I'd say reaching Aquilo is right in between dificulty.
Dificulty 1 - inner planets, 2 - Aquilo, 3 - Shuttered.
There is limitted amoun of content in the game, you want more gradual ladder with many easier steps, but writing ...
I'd say reaching Aquilo is right in between dificulty.
Dificulty 1 - inner planets, 2 - Aquilo, 3 - Shuttered.
There is limitted amoun of content in the game, you want more gradual ladder with many easier steps, but writing ...
- Sat Jan 31, 2026 5:38 pm
- Forum: Ideas and Suggestions
- Topic: "From Scratch" achievement for each new planet (except Aquilo)
- Replies: 17
- Views: 1037
Re: "From Scratch" achievement for each new planet (except Aquilo)
Seems like the guy did all planets almost from scratch, THEN learn they could just import everything and build science production im half an hour.
I agree with previous replies, either it's from scratch like Nauvis (no armor, no bots) or no achievement.
I agree with previous replies, either it's from scratch like Nauvis (no armor, no bots) or no achievement.
- Tue Jan 27, 2026 9:19 am
- Forum: Ideas and Suggestions
- Topic: Change color of lamp back to pure white
- Replies: 27
- Views: 4099
Re: Change color of lamp back to pure white
If it's just about the vision, did you consider using the Nightvision equipment module instead of lamps?
I don't have a single lamp to light my bases, just a few lamps for giving a status of some kind, and I see everything perfectly.
I've always used night vision, until I take it off for some ...
- Tue Jan 27, 2026 8:29 am
- Forum: Ideas and Suggestions
- Topic: Spiltter soft vs hard filters, and no item wildcard
- Replies: 4
- Views: 357
Re: Spiltter soft vs hard filters, and no item wildcard
If I understood right, it could easily be achieved with combinations of splitters.
It's general rule of thumb not to add such things, to keep core idea that anything from basic ones and zeroes, even if you had to come up with some 'trick' that has become basic themselves. That's why they don't add ...
It's general rule of thumb not to add such things, to keep core idea that anything from basic ones and zeroes, even if you had to come up with some 'trick' that has become basic themselves. That's why they don't add ...
- Mon Jan 26, 2026 7:29 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
Re: Simple Questions and Short Answers
I can't parameterize a message on a display panel, right?
Or at least display a value of a signal? Hard to believe.
Or at least display a value of a signal? Hard to believe.
- Mon Jan 26, 2026 6:20 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
Re: Simple Questions and Short Answers
Did I get this right, if a platform has a request from the planet it's above, it completely ignores a a request from this planet for same item?
I want a platform to satisfy a request from a planet, but keep some amount locked. How do I achieve it?
p.s. setting upper limit on platform's request ...
I want a platform to satisfy a request from a planet, but keep some amount locked. How do I achieve it?
p.s. setting upper limit on platform's request ...
- Mon Jan 26, 2026 4:47 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
Re: Simple Questions and Short Answers
I "develop" rich text labels in an external ascii text editor such as Windows notepad. You can copy any rich text with symbols or color in the game and it will paste as ascii text in the external editor, so this is a way to get the text again.
Nice tip, thank you very much :ugeek:
Shame you ...
- Mon Jan 26, 2026 3:15 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
Re: Simple Questions and Short Answers
I'm messing with display panels.
Do you know how to enable/disable rich text?
As soon as I finish typing, it enables automatically and I can't change it. For example, change the color of the text.
To simplify, as soon as I type the last symbol ] of [img=item.iron-plate,
it transforms into the ...
Do you know how to enable/disable rich text?
As soon as I finish typing, it enables automatically and I can't change it. For example, change the color of the text.
To simplify, as soon as I type the last symbol ] of [img=item.iron-plate,
it transforms into the ...
- Sat Jan 24, 2026 10:56 am
- Forum: Ideas and Suggestions
- Topic: Let us dump fluids into corresponding oceans
- Replies: 7
- Views: 723
Re: Let us dump fluids into corresponding oceans
Destroying molten metal to get stone seems quite niche, but it's not that hard to make metal plates and destroy those anyway.
It's the very thing that pushed me to make a suggestion, not Aquilo. It's not that it's hard (ffs! :evil:), it's absurd .
Ice wouldn't sink on aquilo ...
The ...
- Fri Jan 23, 2026 11:43 pm
- Forum: Ideas and Suggestions
- Topic: Let us dump fluids into corresponding oceans
- Replies: 7
- Views: 723
Re: Let us dump fluids into corresponding oceans
The "proper" way to do this is by Crafting an item which utilizes the surplus fluid, and then Recycling (or space/lava-dumping) the item. The Flare Stack mod provides liquid-dumping capabilities (even for Molten Iron!).
I'm aware of how to solve the problem in a current version of the game ...
- Fri Jan 23, 2026 10:33 pm
- Forum: Ideas and Suggestions
- Topic: Let us dump fluids into corresponding oceans
- Replies: 7
- Views: 723
Let us dump fluids into corresponding oceans
TL;DR
Let us dump fluids into corresponding oceans
What?
Let molten copper and iron being dumped into lava.
Let ammonia (and ice) being dumped into ammonia ocean.
With an offshore pump maybe.
Maybe other fluids (like water and ice in water oceans, heavy oil on Fulgora) for consistency.
Also ...
Let us dump fluids into corresponding oceans
What?
Let molten copper and iron being dumped into lava.
Let ammonia (and ice) being dumped into ammonia ocean.
With an offshore pump maybe.
Maybe other fluids (like water and ice in water oceans, heavy oil on Fulgora) for consistency.
Also ...
- Fri Jan 23, 2026 10:06 pm
- Forum: Ideas and Suggestions
- Topic: QoL heat pipe visual change
- Replies: 2
- Views: 193
Re: QoL heat pipe visual change
Fudge, how did I miss that. Maybe search was too specific...
Also just found 131144
Also just found 131144
- Fri Jan 23, 2026 9:38 pm
- Forum: Ideas and Suggestions
- Topic: QoL heat pipe visual change
- Replies: 2
- Views: 193
QoL heat pipe visual change
TL;DR
Heat pipes should light up with color when pointed with a cursor, like pipes.
Why?
One typically have a net of heat pipes on Aquilo. When rebuild, it's hard to see if different parts of it are still connected or not. I personally several times found chunks of my base frozen. The same ...
Heat pipes should light up with color when pointed with a cursor, like pipes.
Why?
One typically have a net of heat pipes on Aquilo. When rebuild, it's hard to see if different parts of it are still connected or not. I personally several times found chunks of my base frozen. The same ...
- Fri Jan 23, 2026 9:14 pm
- Forum: Bug Reports
- Topic: [2.0.73] Frozen enemies
- Replies: 2
- Views: 303
Re: Enemies freeze [2.0.73]
Thought I could avoid it, didn't want to share all my blueprints with public. Had to delete them first.
Hatchlings froze on Nauvis base.
Enemies patrolling frozen everywhere.
Hatchlings froze on Nauvis base.
Enemies patrolling frozen everywhere.
- Fri Jan 23, 2026 8:26 pm
- Forum: Bug Reports
- Topic: [2.0.73] Frozen enemies
- Replies: 2
- Views: 303
[2.0.73] Frozen enemies
Searching the forum, found this bug as resolved https://forums.factorio.com/118055
Current situation: patrolling enemies doesn't move unless a spidertron comes near. Rarely one or two of them move freely among others frozen, feels creepy. Like in the matrix. Didn't even noticed at first because ...
Current situation: patrolling enemies doesn't move unless a spidertron comes near. Rarely one or two of them move freely among others frozen, feels creepy. Like in the matrix. Didn't even noticed at first because ...
- Wed Dec 10, 2025 3:48 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
Re: Simple Questions and Short Answers
Update.
Okay, it gets a lot of testing.
But It appears a recycler can be overfilled either with plates or with cables.
In that case it's how it's supposed to be.
Diviation from average increases with amount. Like it's ulikely to get 10 less heads than tails in 20 throws, but expected in 1000 ...
Okay, it gets a lot of testing.
But It appears a recycler can be overfilled either with plates or with cables.
In that case it's how it's supposed to be.
Diviation from average increases with amount. Like it's ulikely to get 10 less heads than tails in 20 throws, but expected in 1000 ...
- Wed Dec 10, 2025 2:56 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
Re: Simple Questions and Short Answers
I get a recycler that is fed with infinite supply of green chips and feeds a single assembler that builds green chips. Assemblers speed is a bit lower, so the recycler stops periodically because is overfilled. But assembler should never stop, so I thought. But for some reason I see assembler stopped ...
- Mon Nov 24, 2025 9:18 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
Re: Simple Questions and Short Answers
How to set up logic to make an assembler/ect to not start a new cycle?
Use the "set recipe" option and stop sending any recipe signal. It will finish the current craft and then stop.
Sinse I need approximatelly one cycle per minute, hence set recipe every cycle, the method doesn't fit my ...
- Mon Nov 24, 2025 4:52 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 990900
Re: Simple Questions and Short Answers
Shit. Of course. Thank you much.jdrexler75 wrote: Mon Nov 24, 2025 4:34 pmUse the "set recipe" option and stop sending any recipe signal. It will finish the current craft and then stop.kitters wrote: Mon Nov 24, 2025 4:11 pm How to set up logic to make an assembler/ect to not start a new cycle?