Search found 31 matches
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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
- 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
- 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
- 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 Lead to unintended topology
Most common use case placing belt balancer over existing belt Lead to unintended topology
- 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)
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)
- 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 ...
- 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
pick yellow belt and hold LMB drag it over blueprint
Expected behaviour:
Both parts of underground belt is placed
- 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
- 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 ...
- 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
- 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.
- 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 ...
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 ...
- 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 ...
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 ...