Search found 12 matches
- Tue Sep 02, 2025 6:42 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 6357
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
every permutation of preferences adds maintenance overhead and user support costs to the project so, as a Factorio enjoyer, I'd much rather have this outcome: Wube reverts it and spends their effort on other things instead of maintaining another whole user setting.
To me I feel like an optional ...
- Mon Aug 25, 2025 11:15 pm
- Forum: Pending
- Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
- Replies: 34
- Views: 14344
Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
Interesting.
For me the standalone install and the Steam install still have different behavior:
standalone: Lights are always orange if Factorio is running—doesn't matter if Factorio is focused or if MoFL is on. If the process exists, the lights are orange.
Steam + MoFL: Lights are orange if and ...
For me the standalone install and the Steam install still have different behavior:
standalone: Lights are always orange if Factorio is running—doesn't matter if Factorio is focused or if MoFL is on. If the process exists, the lights are orange.
Steam + MoFL: Lights are orange if and ...
- Mon Aug 25, 2025 10:44 pm
- Forum: Pending
- Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
- Replies: 34
- Views: 14344
Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
If it's of any note, I'm still on Windows 10 Pro (10.0.19045 Build 19045) and only have this problem with Factorio, but then again nothing else I use overrides the lighting.
II did more testing to see if I could find anything noteworthy—switching VSync, fullscreen, and render threads has no effect ...
II did more testing to see if I could find anything noteworthy—switching VSync, fullscreen, and render threads has no effect ...
- Mon Aug 25, 2025 10:28 am
- Forum: Pending
- Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
- Replies: 34
- Views: 14344
Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
I was about to make a bug report for this myself. It's been very mildly annoying me since logitech lighting support was introduced but I figured there was no way it wasn't known behavior and I hadn't made a forum account yet. Observer effect I guess.
By the way, for anyone else experiencing this ...
By the way, for anyone else experiencing this ...
- Mon Aug 25, 2025 9:45 am
- Forum: Technical Help
- Topic: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
- Replies: 12
- Views: 1212
Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
I'm sorry, what?Rseding91 wrote: Fri Aug 22, 2025 3:00 pm The performance overhead of it scaled terribly (it's O(N))
What's considered *good?* I figured a majority of the game's systems were O(N)!
You guys are deranged. Please continue to be.
- Sun Aug 24, 2025 11:43 pm
- Forum: Ideas and Suggestions
- Topic: Spaceships move Vertically. Here are some better options.
- Replies: 5
- Views: 436
Re: Spaceships move Vertically. Here are some better options.
I lost it at the Lorenz attractor being a "less confusing" alternative to up
Hilbert curve was good too. I'm a sucker for grad school mathematics shitposts I guess.
Hilbert curve was good too. I'm a sucker for grad school mathematics shitposts I guess.
- Sat Mar 15, 2025 4:58 am
- Forum: Ideas and Suggestions
- Topic: Boolean operators for train stop selection
- Replies: 0
- Views: 641
Boolean operators for train stop selection
TL;DR
I believe the train scheduling system could benefit from the ability to optionally apply boolean logic operators to stop selection, just like how it can be applied to wait/interrupt conditions, to allow players to heavily optimize train networks in ways that currently either aren't possible ...
I believe the train scheduling system could benefit from the ability to optionally apply boolean logic operators to stop selection, just like how it can be applied to wait/interrupt conditions, to allow players to heavily optimize train networks in ways that currently either aren't possible ...
- Fri Dec 06, 2024 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Select current recipe when changing assembler recipe
- Replies: 14
- Views: 1825
Make ingredient quality selection independent of recipe selection
TL;DR
If selecting quality could be done without reselecting the recipe it would be so much nicer to deal with.
What?
Put it here and allow for it to be changed independently of the recipe
12-06-2024, 10-08-18.png
Why?
It is extremely annoying to deal with mixed quality because of how ...
If selecting quality could be done without reselecting the recipe it would be so much nicer to deal with.
What?
Put it here and allow for it to be changed independently of the recipe
12-06-2024, 10-08-18.png
Why?
It is extremely annoying to deal with mixed quality because of how ...
- Sun Nov 03, 2024 1:17 pm
- Forum: Outdated/Not implemented
- Topic: Cliffs as alternatives to ramps
- Replies: 3
- Views: 1652
Cliffs as alternatives to ramps
TL;DR
You should be able to build rails directly over cliffs to transition from ground rails to elevated rails.
What?
There should be some way to transition from a ground rail on the "upper" side of cliffs to an elevated rail on the "lower" side. The least invasive approach would probably be to ...
You should be able to build rails directly over cliffs to transition from ground rails to elevated rails.
What?
There should be some way to transition from a ground rail on the "upper" side of cliffs to an elevated rail on the "lower" side. The least invasive approach would probably be to ...
- Sat Nov 02, 2024 11:57 pm
- Forum: Duplicates
- Topic: [2.0.14] Ghost rail planner tries to place intersecting supports
- Replies: 2
- Views: 387
Re: [2.0.14] Ghost rail planner tries to place intersecting supports
My apologies. I looked but I guess I just missed it.
- Sat Nov 02, 2024 11:48 pm
- Forum: Won't fix.
- Topic: [2.0.14] Trains on map only selectable when zoomed out unless near a radar
- Replies: 1
- Views: 463
[2.0.14] Trains on map only selectable when zoomed out unless near a radar
When zooming into the map enough that actively revealed chunks become rendered, all trains outside of radar range can no longer be selected. Mousing over the train no longer highlights it, and clicking it no longer brings up the GUI. I would think that zooming in wouldn't stop trains from being ...
- Sat Nov 02, 2024 11:24 pm
- Forum: Duplicates
- Topic: [2.0.14] Ghost rail planner tries to place intersecting supports
- Replies: 2
- Views: 387
[2.0.14] Ghost rail planner tries to place intersecting supports
When building elevated rails, the ghost rail planner can sometimes try to place two supports that intersect each other. Attempting to build anyway will not build the whole rail. I believe this is caused by the rail planner not testing for self-intersection.
Here is video of the simplest scenario I ...
Here is video of the simplest scenario I ...