Search found 131 matches
- Tue Mar 03, 2026 9:05 pm
- Forum: Ideas and Suggestions
- Topic: Reverse cost for Lab productivity
- Replies: 0
- Views: 150
Reverse cost for Lab productivity
This one is actually quite funny since all you need to do is open the tehnology lua, change the "infinite" to a number, and the existing formula, to a flat vlue. Yep, no formula, no level. Just one single very large number. Like 1 G. This means that at 0% Productivity (no modules, nothing) you need ...
- Mon Mar 02, 2026 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Gleba experience improved via veins
- Replies: 0
- Views: 140
Gleba experience improved via veins
On gleba there is not real reason to expand and well, exactly due to spoilage you really don't want to expand
If however there where randomly 1 vein (pumpjack resource) here and there? Not just that, once you placed a pumpjack, if you remove it (or more specifically if the enemies destroy the ...
If however there where randomly 1 vein (pumpjack resource) here and there? Not just that, once you placed a pumpjack, if you remove it (or more specifically if the enemies destroy the ...
- Fri Feb 27, 2026 7:44 pm
- Forum: Ideas and Suggestions
- Topic: MAP EDITOR "fill with lab tiles" = option to change "fill with"
- Replies: 1
- Views: 185
MAP EDITOR "fill with lab tiles" = option to change "fill with"
The reason why i wrote in all capital map editor is to make it very very very very clear: "oh but i need the sqares to do exact build!!!!" is NOT a valid arguments since all you need to do is go to the tiles tab, slect the lab tiles, and now you have the lab tiles
my suggestion is not to remove or ...
my suggestion is not to remove or ...
- Fri Feb 27, 2026 7:30 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruct "unconnected" rails filter
- Replies: 0
- Views: 121
Deconstruct "unconnected" rails filter
We can easily deconstruct rails via the filter system...
but it's always annoying when a missplaced 1 rail and not need to "trim" it carfully to not remove the incorrect rail despite the incorect is very very close.
Now, as a reminder, this is when we remove an existing area, so the undo/redo don ...
but it's always annoying when a missplaced 1 rail and not need to "trim" it carfully to not remove the incorrect rail despite the incorect is very very close.
Now, as a reminder, this is when we remove an existing area, so the undo/redo don ...
- Fri Feb 27, 2026 10:47 am
- Forum: Outdated/Not implemented
- Topic: Distance = Enemy with quality (and less)
- Replies: 2
- Views: 315
Distance = Enemy with quality (and less)
TL;DR
In late-game and post-game Factorio (when you load a normal end-game save, you might not even see a single uncommon small biter while everything else is already behemoth-tier), biters become easy to kill yet so numerous they cause massive lag. My suggestion replaces these infinite swarms ...
In late-game and post-game Factorio (when you load a normal end-game save, you might not even see a single uncommon small biter while everything else is already behemoth-tier), biters become easy to kill yet so numerous they cause massive lag. My suggestion replaces these infinite swarms ...
- Tue Feb 24, 2026 12:53 am
- Forum: Outdated/Not implemented
- Topic: New surface: dream world (aka map editor)
- Replies: 3
- Views: 344
New surface: dream world (aka map editor)
To make it very very very short, character goes to sleep, aka game PAUSES (yeah, rip mutiplayers), and since this is a dream, NOTHING we do there will affect the actuall game.... but, we can still access the map to do copies (cloning function), create (update?) blueprints, stress test stuff before ...
- Tue Feb 24, 2026 12:12 am
- Forum: Outdated/Not implemented
- Topic: Logistic request to not be 1 stack - infinite?... Sorry got complicated and long
- Replies: 3
- Views: 405
Logistic request to not be 1 stack - infinite?... Sorry got complicated and long
In options, preferences, can we get an option where we can change how the default works?
exemple: minim 1 stack, max infinite (default)
min and max = same
Min custom stack and max custom. Since this will be amazing combined with the x amount. Like you always want 1 stack and max 2 stacks, well ...
exemple: minim 1 stack, max infinite (default)
min and max = same
Min custom stack and max custom. Since this will be amazing combined with the x amount. Like you always want 1 stack and max 2 stacks, well ...
- Mon Feb 23, 2026 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Loader (map editor or mods) 2 differt item per lane
- Replies: 1
- Views: 193
Loader (map editor or mods) 2 differt item per lane
Simple the title. Anyone who adds loaders adds them because they want loaders, and the major issue with loaders is how dificult it is (unless you use merged chests or similar) to get mutiple items... ok i need to make it more clear here: I AM talking about infinite chest for mod testing, research ...
- Mon Feb 23, 2026 9:03 pm
- Forum: Outdated/Not implemented
- Topic: New stuff for mods
- Replies: 1
- Views: 261
New stuff for mods
So, i want to be absolutly clear, my suggestion is to add to the base game stuff that will allow mod makers take the game to add even more stuff.
Maybe if i say "surface" it would make more sense what i am actually talking about?
Let me put it like this: We can't manually set if a surface is ...
Maybe if i say "surface" it would make more sense what i am actually talking about?
Let me put it like this: We can't manually set if a surface is ...
- Mon Feb 23, 2026 3:59 pm
- Forum: Ideas and Suggestions
- Topic: infinite research and productivity related improvements
- Replies: 1
- Views: 267
infinite research and productivity related improvements
Due to the 300% cap, there is no sense for level 31 or up unless we use mods. and mods allow us to remove that cap so on and one. ideea is there is no sense for some of the infinite research to be infinite research. This actually includes even the non productivity. Why? since UNLESS WE USE MODS, how ...
- Mon Feb 23, 2026 3:53 pm
- Forum: Ideas and Suggestions
- Topic: FORCE STOP buttons
- Replies: 2
- Views: 230
FORCE STOP buttons
Sometimes, due to HEAVY MODs, i can't load a save file not because of an error but because the loading is still trying to load or whatever it does. All i can do is wait or close the game. And here is the 1st Force stop button. As in it just returns you to the menu and if possible, create a log of ...
- Tue Feb 17, 2026 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Train's to start with fuel (similar to burner insertor)
- Replies: 1
- Views: 228
Train's to start with fuel (similar to burner insertor)
I played around with the ai and sure enough, whever i place a train, it has 75% rocket fuel. Why? because rocket fuel < Nuclear < quality version < mod < mod version.
As if.
The real reason is: automation
I have a city block style that has mutiple version depending on how many trains are needed ...
As if.
The real reason is: automation
I have a city block style that has mutiple version depending on how many trains are needed ...
- Fri Feb 06, 2026 9:21 pm
- Forum: Modding discussion
- Topic: Separate "mods" settings and more (warning, prevents updates)
- Replies: 2
- Views: 651
Separate "mods" settings and more (warning, prevents updates)
Feel free to use anything for yourself, i won't create this mod so please don't assume i am "sharing what i am working".
Warning: "this mod" = the mod i am suggestiong. I did not give it a name since whoever makes this mod will be the one who has the privilige to name it
Did you ever play with ...
Warning: "this mod" = the mod i am suggestiong. I did not give it a name since whoever makes this mod will be the one who has the privilige to name it
Did you ever play with ...
- Fri Feb 06, 2026 8:44 pm
- Forum: Ideas and Suggestions
- Topic: solve UPS/FPS drops via timer
- Replies: 0
- Views: 212
solve UPS/FPS drops via timer
This is only for late game, where there are to many enemies that it impact the game. Aka to many get generated
the trigger to pollution level that high that it's clear it's a mega base = tons of enemies will swan = pc will slow down.
From that point, while the game still keep track how much ...
the trigger to pollution level that high that it's clear it's a mega base = tons of enemies will swan = pc will slow down.
From that point, while the game still keep track how much ...
- Mon Jan 26, 2026 3:11 pm
- Forum: Ideas and Suggestions
- Topic: Hide recepies via Constant combinator
- Replies: 1
- Views: 233
Hide recepies via Constant combinator
Disclaimer, due to comunication issues i asked the AI to write my ideea, sorry if some issues cause by this since i can't tell such issues.
TL;DR
A per-surface recipe visibility filter: hide selected recipes from crafting/recipe selection menus without disabling them, so each planet/spaceship ...
TL;DR
A per-surface recipe visibility filter: hide selected recipes from crafting/recipe selection menus without disabling them, so each planet/spaceship ...
- Mon Jan 26, 2026 2:51 pm
- Forum: Outdated/Not implemented
- Topic: Mod portal more options
- Replies: 1
- Views: 229
Mod portal more options
This is only for the "Manage" Tab. Next to delete and changelog there to be 2 more buttons. One being the bookmark - since you can't unmark unless you search for said blueprint. Another button to be "disabeled all". This is for any type of modpack. Like bob, space exploration, HD graphics, and the ...
- Fri Jan 23, 2026 5:24 pm
- Forum: Ideas and Suggestions
- Topic: HD and Bare bone visual
- Replies: 1
- Views: 186
HD and Bare bone visual
I use the HD mod pack and i don't understand how this is not an ingame thing, with no mods. Also i hope it goes without saying that this to be tick boxes so everyone can ajust it any time via settings.
Sepeaking of tick boxes that can be ajusted any time, can we get, for map edition, a MOD test ...
Sepeaking of tick boxes that can be ajusted any time, can we get, for map edition, a MOD test ...
- Wed Jan 21, 2026 3:28 pm
- Forum: Ideas and Suggestions
- Topic: More train conditions
- Replies: 0
- Views: 267
More train conditions
Disclaimer : I used the AI to rewrite my suggestion to use the suggested template.
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing ...
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing ...
- Tue Jan 20, 2026 7:01 pm
- Forum: Outdated/Not implemented
- Topic: Suggestions: More QoL functions
- Replies: 1
- Views: 232
Suggestions: More QoL functions
all are QoL easy to understand Also no need to suggest mods as most of them are stuff i suggest exactly because i played with mods that add them and just wonder why the game does not have them by default
When pressing for colours, to get a tap where, if pressed, we see that circle with every last ...
When pressing for colours, to get a tap where, if pressed, we see that circle with every last ...
- Sun Jan 11, 2026 4:45 pm
- Forum: Ideas and Suggestions
- Topic: New train station to automise cargo trains
- Replies: 1
- Views: 350
New train station to automise cargo trains
Due to communication issues i used the AI to write my ideea
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is ...
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is ...