When pressing Control+Z after dragging down an overlaying blueprint with circuit wires, instead of undoing the entire build, it seems to want to undo each wired inserter individually when it is connected to a circuit wire rather than the entire pasted build.
In a nut shell, instead of pressing ...
Search found 27 matches
- Tue Sep 08, 2026 3:52 pm
- Forum: Bug Reports
- Topic: [2.1.17] Undo Issues when using circuits
- Replies: 0
- Views: 123
- Tue Sep 08, 2026 3:33 pm
- Forum: Duplicates
- Topic: [2.1.17] Circuit Wire Reconnecting
- Replies: 4
- Views: 223
Re: [2.1.17] Circuit Wire Reconnecting and Undo Issues
Indeed mate, for the first issue that would be the match, and I personally disagree it is a feature and stand by the other posters it is a bug, and a very annoying bug that could be rectified because the data is tracked.
- Tue Sep 08, 2026 3:06 pm
- Forum: Duplicates
- Topic: [2.1.17] Circuit Wire Reconnecting
- Replies: 4
- Views: 223
Re: [2.1.17] Circuit Wire Reconnecting and Undo Issues
Loewchen, with the utmost respect, that is not the same issue.
Watch the video.
Watch the video.
- Tue Sep 08, 2026 1:54 pm
- Forum: Duplicates
- Topic: [2.1.17] Circuit Wire Reconnecting
- Replies: 4
- Views: 223
[2.1.17] Circuit Wire Reconnecting
When cutting and pasting it the circuit wires automatically attach to nearby power poles they were not previously linked to.
Youtube Video explaining it: https://youtu.be/o2TA84cdT3c
Youtube Video explaining it: https://youtu.be/o2TA84cdT3c
- Mon Aug 17, 2026 7:01 am
- Forum: Outdated/Not implemented
- Topic: 1 Slot Copper Chest
- Replies: 3
- Views: 356
Re: 1 Slot Copper Chest
Arguments about UPS and inventory size are invalid since 2.0.51 when inventory indexes were added making inserters not check empty stacks at the end of inventory. Just use any chest you like and set a bar to 1 stack.
I did not catch that on the notes, point taken, submission withdrawn. Thanks ...
- Mon Aug 17, 2026 1:14 am
- Forum: Outdated/Not implemented
- Topic: 1 Slot Copper Chest
- Replies: 3
- Views: 356
1 Slot Copper Chest
TL;DR
Add a Copper Chest with a single slot for end game designs
What?
A single slot chest made out of copper plates.
Why?
1) A single slot chest would allow inserters to work more cleanly in end game designs without impacting UPS in the way that current designs do.
2) Allows for better ...
Add a Copper Chest with a single slot for end game designs
What?
A single slot chest made out of copper plates.
Why?
1) A single slot chest would allow inserters to work more cleanly in end game designs without impacting UPS in the way that current designs do.
2) Allows for better ...
- Fri Jun 12, 2026 1:20 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 388
- Views: 70741
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Could you tell me if this plant would work with the new pipes?
Note the output from the oil refineries. And the fact that the refineries below have a variable recipe depending on gas reserves.
What's your take on this? Is it possible or is it a misuse of a glitch?
06-12-2026, 16-02-09.png ...
- Fri Jun 12, 2026 12:54 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 388
- Views: 70741
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
2.6k upvotes; just one more tile (underground pipe length)
https://www.reddit.com/r/factorio/comments/1qr5acm/suggestion_underground_pipes_should_have_their/
Aside from that, this is my favourite update so far. It will be sad to see casino's go, but I'm hoping there are going to be some better ...
https://www.reddit.com/r/factorio/comments/1qr5acm/suggestion_underground_pipes_should_have_their/
Aside from that, this is my favourite update so far. It will be sad to see casino's go, but I'm hoping there are going to be some better ...
- Fri Jan 30, 2026 1:17 pm
- Forum: Balancing
- Topic: Underground Pipes should have reach increased by 1.
- Replies: 4
- Views: 1934
Underground Pipes should have reach increased by 1.
Underground Pipes should have their reach distance increased by 1 tile.
At the moment, an odd number is chosen, a distance of [ 9 ] tiles.
To the best of my knowledge this number does not align with anything else in the game, there is no reason to have chosen an odd number over an even number - it ...
At the moment, an odd number is chosen, a distance of [ 9 ] tiles.
To the best of my knowledge this number does not align with anything else in the game, there is no reason to have chosen an odd number over an even number - it ...
- Sun Nov 30, 2025 6:55 am
- Forum: Ideas and Suggestions
- Topic: Add [ANY] quality to train [ITEM COUNT] filters!
- Replies: 4
- Views: 3003
Re: Add [ANY] quality to train [ITEM COUNT] filters!
The easiest way to do this is to add a wait condition [0.5 seconds of inactivity] to the loading side, and [Empty Cargo] to the unloading side.
That way you can mix quality ores with absolute minimum down time.
You can also unload from the far side of the tracks using filter inverters for each ...
That way you can mix quality ores with absolute minimum down time.
You can also unload from the far side of the tracks using filter inverters for each ...
- Sat Nov 29, 2025 11:19 am
- Forum: Ideas and Suggestions
- Topic: Ship Building QOL Features
- Replies: 0
- Views: 457
Ship Building QOL Features
TL;DR
Small changes to allow for easier ship building.
What?
If Ship is currently "stopped" at a planet, set that planet as the default planet for setting a new supply request, as long as it is not another planet exclusive item (eg: Foundries from Vulcanus).
Add another checkbox below ...
Small changes to allow for easier ship building.
What?
If Ship is currently "stopped" at a planet, set that planet as the default planet for setting a new supply request, as long as it is not another planet exclusive item (eg: Foundries from Vulcanus).
Add another checkbox below ...
- Fri Jan 10, 2025 2:20 am
- Forum: Ideas and Suggestions
- Topic: 1x1 Entity that scans adjacent Wagon contents for circuit conditions.
- Replies: 2
- Views: 956
Re: 1x1 Entity that scans adjacent Wagon contents for circuit conditions.
For reference, this is the purpose of the Inventory Sensor mod. It is obviously not performant since the script has to constantly search for vehicles nearby. https://mods.factorio.com/mod/Inventory%20Sensor
I never knew there was a mod for that, but I thought of a solution to the issue you ...
- Thu Jan 09, 2025 11:43 pm
- Forum: Ideas and Suggestions
- Topic: 1x1 Entity that scans adjacent Wagon contents for circuit conditions.
- Replies: 2
- Views: 956
1x1 Entity that scans adjacent Wagon contents for circuit conditions.
TL;DR
1x1 Entity that scans adjacent Wagon contents for circuit conditions.
What?
A 1x1 machine (like the display panel) that scans the train wagon it is adjacent to (or preferably directed at), regardless if it is a cargo or fluid wagon, and outputs it's contents for circuit reading.
Edit ...
1x1 Entity that scans adjacent Wagon contents for circuit conditions.
What?
A 1x1 machine (like the display panel) that scans the train wagon it is adjacent to (or preferably directed at), regardless if it is a cargo or fluid wagon, and outputs it's contents for circuit reading.
Edit ...
- Tue Aug 13, 2024 1:28 am
- Forum: Outdated/Not implemented
- Topic: Water Cannon
- Replies: 5
- Views: 2386
Re: Water Cannon
No.
Its not an interesting use case and it would make FireFlame to be a lot more complex because it would have to be a military target for turrets to see them.
Haha, oh my god mate, I meant the handheld flamethrower for putting out forest fires.
I never even thought of it that way - using a ...
- Mon Aug 12, 2024 5:37 am
- Forum: Outdated/Not implemented
- Topic: Water Cannon
- Replies: 5
- Views: 2386
Water Cannon
TL;DR
Flamethrower but for water.What ?
A flamethrower but for water, using water cannisters.Why ?
Only you can stop forest fires.- Sun Aug 04, 2024 3:14 am
- Forum: Ideas and Suggestions
- Topic: Ghost build priority?
- Replies: 2
- Views: 2298
Re: Ghost build priority?
The obvious current answer to this is to break up your blueprints into additional segments, so that bots will only build what you wish them to build.
Btw, I would completely love a priority system.
Btw, I would completely love a priority system.
- Thu Jul 25, 2024 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Space Age - Planet Gleba and Pollution contributing to Spoilage
- Replies: 9
- Views: 6535
Re: Space Age - Planet Gleba and Pollution contributing to Spoilage
This is a really interesting suggestion relating to opportunity cost, and would definitely fit in the theme of the game and the planet.
If it is not included in the expansion, I would definitely love to see this in a mod.
If it is not included in the expansion, I would definitely love to see this in a mod.
- Thu Jul 25, 2024 1:06 pm
- Forum: General discussion
- Topic: I came to a realization surrounding 2.0
- Replies: 2
- Views: 6297
I came to a realization surrounding 2.0
Despite reading FFF #417 about a month ago, I only realized something a few days ago, at just how well Wube is looking after not only the game, but our own wellbeing as players.
One of my greatest disappointments from all the time I've spent in Multiplayer is that 95% of all games revolve around ...
One of my greatest disappointments from all the time I've spent in Multiplayer is that 95% of all games revolve around ...
- Thu Jul 25, 2024 11:03 am
- Forum: Ideas and Suggestions
- Topic: Don't spill inventory when power armor is held in mouse
- Replies: 4
- Views: 2240
Re: Don't spill inventory when power armor is held in mouse
Oh my god yes, I always click the wrong button.
You did well mate.
You did well mate.
- Thu Jul 25, 2024 11:00 am
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 42
- Views: 23716
Hotkey for Switching Train [Automatic] <-> [Manual]
TL;DR
Implement a hotkey for switching trains from [Automatic] to [Manual] and vice-versa, that when clicked whilst the mouse is hovering over a train, switches this condition.
What ?
Literally just that, or allow hotkeys for setting the condition of a train to [Automatic] or [Manual] rather ...
Implement a hotkey for switching trains from [Automatic] to [Manual] and vice-versa, that when clicked whilst the mouse is hovering over a train, switches this condition.
What ?
Literally just that, or allow hotkeys for setting the condition of a train to [Automatic] or [Manual] rather ...