Search found 31 matches

by Erfar
Thu Aug 28, 2025 3:42 pm
Forum: Ideas and Suggestions
Topic: Gleba Evolution should start with landing not with ariving to Orbit
Replies: 4
Views: 341

Re: Gleba Evolution should start with landing not with ariving to Orbit



Time-factor in evolution is already very frustrating one as it punished for plaing game without rush


You can turn it to zero at map generation time


You know that is not very useful information to know after encountering that kind of issue 100 hours in the game

More useful way would be non ...
by Erfar
Wed Aug 27, 2025 1:06 am
Forum: Ideas and Suggestions
Topic: Gleba Evolution should start with landing not with ariving to Orbit
Replies: 4
Views: 341

Gleba Evolution should start with landing not with ariving to Orbit

Subject.

https://i.postimg.cc/js3hNwc1/image-2025-08-27-035527867.png

One of my platforms was with blueprinted schedules, and it automaticaly arrived to Gleba like 20 ingame hours ago and now Gleba has near 20% evolution even before landing.

Time-factor in evolution is already very frustrating ...
by Erfar
Sat Aug 23, 2025 9:27 am
Forum: Ideas and Suggestions
Topic: QoL Please add option to Marking for Deconstruction on Shift+RightClick
Replies: 0
Views: 191

QoL Please add option to Marking for Deconstruction on Shift+RightClick

TL;DR
Subject

What?
When you hold item in the coursor, when you use Shift + Right click every entity under that item should be marked for deconstruction.

Why?
Right now there is 2 mod of placing buildings in the game "normal mode" and "ghost mode" (that when you hold Shift)

Normal Mode ...
by Erfar
Wed Aug 20, 2025 12:04 pm
Forum: Ideas and Suggestions
Topic: Add an infinite technology to increase Cargo Landing Pad limit
Replies: 21
Views: 1604

Re: Add an infinite technology to increase Cargo Landing Pad limit

I think we should just be able to pick items from attachments of Cargo Landing Pad

Obviously with some limitations like no insertion into landing pad (i havent't checked could you even do this now or not.)

Bots and wagon-contruptions should not be answer to issue.

BTW I see no problem with ...
by Erfar
Fri Aug 15, 2025 5:36 pm
Forum: Ideas and Suggestions
Topic: Logistic Chests should have Logistic Network connection
Replies: 7
Views: 376

Re: Logistic Chests should have Logistic Network connection


You can make requests be set by a circuit condition. What you are looking for is probably a constant combinator and a decider combinator.

I have desribe 100% creal WHAT EXACTLY I'm looking for
Ability to connect Logistic chests to logistc network same way as I can connect:
β€’ Assemblers
β€’ Belts ...
by Erfar
Fri Aug 15, 2025 3:43 pm
Forum: Ideas and Suggestions
Topic: Logistic Chests should have Logistic Network connection
Replies: 7
Views: 376

Logistic Chests should have Logistic Network connection

TL;DR
AS Logistic Chests have logic operations they now should have Logistic Network connection, same as Assemblers, Inserters or even belts


What?
Logistic chests (Yellow, Red, Purple, Green and Blue) should have option to be connected to logistic network by wireless connection same as they ...
by Erfar
Sun Aug 10, 2025 10:06 am
Forum: Modding interface requests
Topic: A setting on recipes to only output 1 item.
Replies: 22
Views: 6874

Add Support for Mutually Exclusive "Loot Table" Style Probabilistic Outputs in Recipes


Add a new optional functionality to recipe definitions for handling probabilistic outputs as a weighted "loot table" system, where a single roll determines the outcome, ensuring mutually exclusive results (i.e., exactly one outcome is selected, no overlaps or misses). This would complement the ...
by Erfar
Mon Nov 18, 2024 2:05 am
Forum: Duplicates
Topic: [2.0.19] Inserter even when set to "Spoiled first" ignore first item on the belt
Replies: 4
Views: 893

[2.0.19] Inserter even when set to "Spoiled first" ignore first item on the belt

Subject
11-18-2024, 04-03-46.png
11-18-2024, 04-03-46.png (2.11 MiB) Viewed 893 times
11-18-2024, 04-04-17.png
11-18-2024, 04-04-17.png (1.5 MiB) Viewed 893 times
by Erfar
Sun Nov 17, 2024 11:33 pm
Forum: Implemented Suggestions
Topic: Decider combinator should have ability to output "constant"
Replies: 14
Views: 2361

Decider combinator should have ability to output "constant"

Before there was technicaly imposible to make this so the only way was use decider + arithmetic combinators, but now it is technicaly possible to make that circuit, but that create readibility problem
11-18-2024, 01-33-05.png
11-18-2024, 01-33-05.png (143.88 KiB) Viewed 2361 times
by Erfar
Wed Nov 13, 2024 1:43 pm
Forum: Ideas and Suggestions
Topic: Enable circuit network for logistics chests with no red/green wires attached
Replies: 1
Views: 274

Re: Enable circuit network for logistics chests with no red/green wires attached

Yes, there should be able to making logic of logistic chest based on connection to logistic network
by Erfar
Wed Nov 13, 2024 1:41 pm
Forum: Ideas and Suggestions
Topic: Blueprints should have option like "force empty space"
Replies: 4
Views: 660

Blueprints should have option like "force empty space"

Super-forced building is amazin feature, but there should be also oprion to remove everything but what you past in the area af bluepring.

Most common use case placing belt balancer over existing belt
11-13-2024, 15-39-52.png
11-13-2024, 15-39-52.png (262.11 KiB) Viewed 660 times
Lead to unintended topology
11-13-2024, 15-40-48.png
11-13-2024, 15-40-48.png (197.68 KiB) Viewed 660 times
by Erfar
Wed Nov 13, 2024 1:35 pm
Forum: Ideas and Suggestions
Topic: Super force building over pipes should place underground pipes
Replies: 1
Views: 347

Super force building over pipes should place underground pipes

Subject.

Currently it place underground belts whed something builded over belt, so it common sence that same logic should be applied to making pipes to undergorund pipes.

*Unless there is pipe connecting to input/output of entity (like for exemple placing pump over pipe)
by Erfar
Sat Nov 02, 2024 2:42 am
Forum: Ideas and Suggestions
Topic: Rocket silo logistic is just broken
Replies: 117
Views: 24319

Re: [2.0.11] Rocket silo logistic is just broken



Also if rocket are 100% full with parts for constructiuon but those parts are different rocket don't launch automaticaly. There should be a some sort of checkbox to automaticaly send mixed cargo


I assume you mean parts for different platforms, not different rockets.


I mean if you need 50 ...
by Erfar
Fri Nov 01, 2024 10:42 pm
Forum: Duplicates
Topic: [2.0.14] Only one part of underground belt are placed while building over blueprint
Replies: 1
Views: 297

[2.0.14] Only one part of underground belt are placed while building over blueprint

11-02-2024, 00-40-57.png
11-02-2024, 00-40-57.png (463.51 KiB) Viewed 297 times
Way to reproduce:
pick yellow belt and hold LMB drag it over blueprint

Expected behaviour:
Both parts of underground belt is placed
by Erfar
Wed Oct 30, 2024 2:02 am
Forum: Ideas and Suggestions
Topic: Rocket silo logistic is just broken
Replies: 117
Views: 24319

Re: [2.0.11] Rocket silo logistic is just broken

Also if rocket are 100% full with parts for constructiuon but those parts are different rocket don't launch automaticaly. There should be a some sort of checkbox to automaticaly send mixed cargo
by Erfar
Sun Oct 27, 2024 3:42 am
Forum: Ideas and Suggestions
Topic: Please make small improvments at 3rd mission of tutorial
Replies: 1
Views: 336

Please make small improvments at 3rd mission of tutorial

I really enjoy watching how new players came to check Factorio. But this 3rd mission have few "janky" moents, as example engineer's suggestion to make few lamps nearly always came at the same time as biters attack, suggestion to use assembling machine seems like came at some timing or at some amount ...
by Erfar
Sat Oct 26, 2024 6:24 am
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 51
Views: 9253

Re: Please, PLEASE make circuit connection behavior configurable per wire

That even more important for assemblers where you can have at the same time "read content" and "read ingiridints" but can't separate those signals
by Erfar
Thu Oct 24, 2024 8:42 pm
Forum: Ideas and Suggestions
Topic: Allow higher quality rocket fuel for rocket silo recipe
Replies: 4
Views: 4147

Re: Allow higher quality rocket fuel for rocket silo recipe

I think there should be a way to force usage of higher quality items in low quality recepies. I ended upwith 50k uncommon gears on fulgora and with gears shortage at the same time.
by Erfar
Thu Oct 24, 2024 7:26 pm
Forum: Ideas and Suggestions
Topic: [Idea] No-flight/No-build zone marking for bots
Replies: 7
Views: 1116

[Idea] No-flight/No-build zone marking for bots

Please add ability to mark part of the map as are where bots should not flight or at least build anything.

While at Nauivis it is not so hard to move outside of logistic network to blueprint some design, at places like Fulgora or Aquilo that is much harder.

Yes I know there is mods like Blueprint ...
by Erfar
Thu Oct 24, 2024 7:19 pm
Forum: Ideas and Suggestions
Topic: [2.0 Feedback] While blinking of warning icon disabled they should not overlap with alt-mode
Replies: 0
Views: 229

[2.0 Feedback] While blinking of warning icon disabled they should not overlap with alt-mode

10-24-2024, 22-16-21.png
Example of situation.
This is not super-bad during build of one-product production line, but while I'm creating a mall/hub there is a big issue of absence of power over icon of item produced.

Please make thos icons like 50-60% transperent, shift them down relative to icon ...

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