Search found 73 matches
- Wed Apr 22, 2026 5:01 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
one more reason
- Tue Apr 21, 2026 12:23 am
- Forum: Ideas and Suggestions
- Topic: "Manual Blueprint Sync" option to prevent server lag during library reorganization
- Replies: 0
- Views: 213
"Manual Blueprint Sync" option to prevent server lag during library reorganization
Description:
I suggest adding a new setting called "Fast Blueprint Upload" (enabled by default).
How it works:
When enabled (default): Blueprints sync automatically as they do now.
When disabled: Automatic synchronization is suspended when moving or reordering blueprints within the library. Instead ...
I suggest adding a new setting called "Fast Blueprint Upload" (enabled by default).
How it works:
When enabled (default): Blueprints sync automatically as they do now.
When disabled: Automatic synchronization is suspended when moving or reordering blueprints within the library. Instead ...
- Mon Apr 20, 2026 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
This is another variation entirely, not the one I’m talking about. That’s likely why there’s a misunderstanding, though I understand your point perfectly. I realize I’ve written a lot here and it can be a lot to go through, so no worries. Best regards.
- Mon Apr 20, 2026 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Manual Roboport Connection/Disconnection (Like Electric Poles)
- Replies: 1
- Views: 246
Re: Manual Roboport Connection/Disconnection (Like Electric Poles)
This feature would introduce more strategic thinking and planning into logistics design. It allows for much more sophisticated base layouts, making the game more interesting and rewarding for players who enjoy optimizing complex systems.
- Mon Apr 20, 2026 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Manual Roboport Connection/Disconnection (Like Electric Poles)
- Replies: 1
- Views: 246
Manual Roboport Connection/Disconnection (Like Electric Poles)
Summary:
I suggest adding a new tool to the game that allows players to manually connect or disconnect Roboports from each other. The existing automatic connection mechanic should remain as the default, but players should have a way to override it.
Details:
The Tool: A new dedicated tool (similar ...
I suggest adding a new tool to the game that allows players to manually connect or disconnect Roboports from each other. The existing automatic connection mechanic should remain as the default, but players should have a way to override it.
Details:
The Tool: A new dedicated tool (similar ...
- Mon Apr 20, 2026 12:25 pm
- Forum: Outdated/Not implemented
- Topic: "Dry run" mode for Assembling Machines via "No Item" signal
- Replies: 2
- Views: 362
Re: "Dry run" mode for Assembling Machines via "No Item" signal
+Precision Diagnostics & Recovery:
With a standardized crafting time of 1 second, the circuit network can automatically compare active signals against the expected count of connected assemblers. This allows the system to detect desynchronization or reduced working speeds caused by power grid ...
With a standardized crafting time of 1 second, the circuit network can automatically compare active signals against the expected count of connected assemblers. This allows the system to detect desynchronization or reduced working speeds caused by power grid ...
- Mon Apr 20, 2026 12:10 pm
- Forum: Outdated/Not implemented
- Topic: "Dry run" mode for Assembling Machines via "No Item" signal
- Replies: 2
- Views: 362
"Dry run" mode for Assembling Machines via "No Item" signal
I suggest allowing Assembling Machines to accept the "No Item" signal (the internal "Null" item) as a valid recipe via the Circuit Network. This would enable a "test mode" or "dry run" for assemblers without requiring actual ingredients or producing outputs. 04-20-2026, 15-10-50.png
Details ...
Details ...
- Mon Apr 20, 2026 11:38 am
- Forum: Ideas and Suggestions
- Topic: Allow combinators to generate "pure" quality signals
- Replies: 5
- Views: 1752
- Mon Apr 20, 2026 11:38 am
- Forum: Gameplay Help
- Topic: Generic "quality filter signals" in circuit network like on inserters?
- Replies: 5
- Views: 1769
- Mon Apr 20, 2026 11:26 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
A challenge should have rules
I am not very good at respecting the rules, for me it was :
just Open a calculator, pick a finished product, and then imagine switching that end product mid-process.
For example: to produce 55.379 modules per minute,
But i didn't open a calculator, so it ...
- Sun Apr 19, 2026 10:11 pm
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
No calculator , but challenge accepted ! x)
A challenge should have rules, and the rule here is to gain quality at every single stage. I’ve built setups like yours before, but this is something fundamentally different. My goal is to extract quality at every production step and feed it into the ...
- Sun Apr 19, 2026 8:19 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
just Open a calculator, pick a finished product, and then imagine switching that end product mid-process. If you build a static setup without the ability to switch, your factory ends up oversized and idling. Meanwhile, you know there are other players who might need that space, and rebuilding would ...
- Sun Apr 19, 2026 5:41 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
And still there is no real use case in an actual factory that sounds like it would require such feature, do you have an example where you would use such things ?
Space is tight and time is short in the 'Mount Fortress' scenario (comfy factorio - mount fortress) server name in server list ...
- Sun Apr 19, 2026 5:29 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
Do you have a situation where you would use this feature in a game ?
I’ve run into a specific need for this feature while building factories that switch between recipes (using quality modules). I struggled with the sheer size of the logic required because the system lacks an 'Any Quality ...
- Sun Apr 19, 2026 4:54 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
Where's the UPS savings you keep talking about?
No one talked about this are you generating your answer with a robot ?
In general, everything in Factorio is about UPS optimization; you don't even need to wait for it to be mentioned in a specific thread. But it actually was mentioned here ...
- Sun Apr 19, 2026 4:33 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
I’ll say it again: no, you’ve created a completely different functionality. Let me give you another example. Suppose you have 20 different types of items in a chest. With a 'quality priority' setting, you would check a box and select 5 item filters (where each item could be of any quality!).
In ...
- Sun Apr 19, 2026 4:19 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
- Sun Apr 19, 2026 4:18 am
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
First of all, this circuit is incomplete! At any given moment, a chest might contain several different types of items—for example, modules and plates of different qualities. To account for all of them, the circuit would have to be three times as large
No this circuit handles all types of ...
- Sat Apr 18, 2026 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Remove Productivity Cap (With alternative fix!)
- Replies: 3
- Views: 457
Re: Remove Productivity Cap (With alternative fix!)
An absolutely correct solution has been proposed! I'm all for it. However, I have a question: is the mining drill limited to the same 300% productivity cap? If so, I think this limit should be removed entirely, since we aren't turning ore back into the ground! In this case, there won't be any ...
- Sat Apr 18, 2026 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 30
- Views: 4456
Re: Add "quality priority" to inserters
First of all, this circuit is incomplete! At any given moment, a chest might contain several different types of items—for example, modules and plates of different qualities. To account for all of them, the circuit would have to be three times as large.
Secondly, this doesn't cover wagons, trains ...
Secondly, this doesn't cover wagons, trains ...