Search found 27 matches

by Dogmai
Tue Sep 08, 2026 3:52 pm
Forum: Bug Reports
Topic: [2.1.17] Undo Issues when using circuits
Replies: 0
Views: 123

[2.1.17] Undo Issues when using circuits

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 ...
by Dogmai
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.
by Dogmai
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.
by Dogmai
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
by Dogmai
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Forum: Outdated/Not implemented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I did not catch that on the notes, point taken, submission withdrawn.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 ...
by Dogmai
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Forum: Outdated/Not implemented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 ...
by Dogmai
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 ...
by Dogmai
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 ...
by Dogmai
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 ...
by Dogmai
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 ...
by Dogmai
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 ...
by Dogmai
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 ...
by Dogmai
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 ...
by Dogmai
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 ...
by Dogmai
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.
by Dogmai
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.
by Dogmai
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.
by Dogmai
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 ...
by Dogmai
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.
by Dogmai
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 ...

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