Search found 37 matches

by Erfar
Mon Mar 02, 2026 11:44 pm
Forum: Ideas and Suggestions
Topic: Mods oranizer. Presets, Groups, Favorite and Default
Replies: 1
Views: 240

Mods oranizer. Presets, Groups, Favorite and Default

TL;DR
Mod Management tab need some QoL improvements for those who have 20+ mods

What?
https://i.ibb.co/N69JJ3H7/image.png
Essentially 4 small features for better navigation between mods inspired by other games:
1. Favorite Mods
Add the ability to "star" or bookmark specific mods. This would ...
by Erfar
Mon Feb 23, 2026 5:11 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 242
Views: 121300

Re: Version 2.0.45

I just want to add to discussion about disabling achievment my old gripe with "Time factor"

Both Pollution Factor and Destroy factor are already functions of the time and "Self balancing" factors.
You have bigger factory => you produce more pollution => enemies are stronger

Meanwhile time factor ...
by Erfar
Sun Feb 22, 2026 1:31 am
Forum: Ideas and Suggestions
Topic: Separate Save and Steam Achievements for 2.1
Replies: 0
Views: 262

Separate Save and Steam Achievements for 2.1

TL;DR
When starting new game give option to start with all achievements "incomplete"

What?
Instead of Deleting all achievements to see "am I satisfying that achievement in that run" make possible to track separate achievements for separate saves.
That include cross-save achievements like ...
by Erfar
Tue Feb 17, 2026 3:49 pm
Forum: Ideas and Suggestions
Topic: Change color of lamp back to pure white
Replies: 30
Views: 4865

Re: Change color of lamp back to pure white

It seems as it was fix in search of problem. I took big break from factorio but changing default lamp color is not good. (meanwhile logisitc chests still can't be connected to logistic network)
by Erfar
Sat Feb 14, 2026 10:38 pm
Forum: Ideas and Suggestions
Topic: Split Recycling from the Quality mod
Replies: 3
Views: 439

Re: Split Recycling from the Quality mod

TBH I would like to have recycler separate from Quality too. I like quality, but some modes implement alternatives to quality and as such recyclers would have sense to be implemented separately
by Erfar
Sat Feb 14, 2026 9:44 pm
Forum: Ideas and Suggestions
Topic: Logistic Chests should have Logistic Network connection
Replies: 8
Views: 1306

Re: Logistic Chests should have Logistic Network connection

I think it worth a little bump after half of year. I doubt it takes more time than changing few flags :oops:
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: 817

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: 817

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: 391

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: Research for +1 Landing Pads per Surface
Replies: 25
Views: 5242

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: 8
Views: 1306

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: 8
Views: 1306

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: 9240

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: 1381

[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 1381 times
11-18-2024, 04-04-17.png
11-18-2024, 04-04-17.png (1.5 MiB) Viewed 1381 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: 3845

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 3845 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: 524

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: 1131

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 1131 times
Lead to unintended topology
11-13-2024, 15-40-48.png
11-13-2024, 15-40-48.png (197.68 KiB) Viewed 1131 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: 572

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: 37619

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: 505

[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 505 times
Way to reproduce:
pick yellow belt and hold LMB drag it over blueprint

Expected behaviour:
Both parts of underground belt is placed

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