This is a new feature idea.
As i have tons of blueprints for trains and so on and on. One of the most annoying things (when starting new game and such) is that each time i need to individually upgrade the blueprints, one by one, sometimes the belts, othertimes the inserters, assemble, so on.
The ...
Search found 109 matches
- Wed Oct 22, 2025 12:01 am
- Forum: Ideas and Suggestions
- Topic: Upgrade planer's setting to change via a global "meniu"
- Replies: 1
- Views: 100
- Mon Oct 20, 2025 4:47 pm
- Forum: Ideas and Suggestions
- Topic: New option for more agresive enemies
- Replies: 2
- Views: 199
New option for more agresive enemies
Default is default, this is a suggestion for new tick boxes that are off by default.
So if on (each separatly): when destroying trees,it will release pollution that will trigger enemies around. Aka similar to how pollution would works if we set them on fire. Meaning that planting trees to reduce ...
So if on (each separatly): when destroying trees,it will release pollution that will trigger enemies around. Aka similar to how pollution would works if we set them on fire. Meaning that planting trees to reduce ...
- Mon Oct 20, 2025 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic message display via circuits
- Replies: 0
- Views: 81
Dynamic message display via circuits
I start reverse, the final product will be similar to nixes tubes with regards to numbers but the image will be the signal and the message from the display panel to change based on different circuit color
Let's say i want to show that I have 100000 Steel plates and the message to be "To much, need ...
Let's say i want to show that I have 100000 Steel plates and the message to be "To much, need ...
- Wed Oct 15, 2025 12:00 am
- Forum: Ideas and Requests For Mods
- Topic: Request: Mutiple planets survival mode
- Replies: 0
- Views: 106
Request: Mutiple planets survival mode
This is similar to how Space exploration is. Except, there is no infinite resource aside from mining productivity bonus (and of course, none of the SE tehnology)
The key elements are that everything, including water, is finite
All the planets are, again, just like how space exploration is, limited ...
The key elements are that everything, including water, is finite
All the planets are, again, just like how space exploration is, limited ...
- Tue Oct 14, 2025 4:30 pm
- Forum: Ideas and Suggestions
- Topic: mec armour to have in build belt imunity and nightvision mk2
- Replies: 0
- Views: 135
mec armour to have in build belt imunity and nightvision mk2
Mec armour can fly but not on belt? A lot of people asked the ability to disable the fly (only they know why, i mean, you can easily disable the exoskeleton if you want precision), and well this is similar. As in, if the option to fly IS on, then to fly over belts. If the option is off (similar to ...
- Mon Oct 13, 2025 10:54 pm
- Forum: Ideas and Suggestions
- Topic: Elevated tains to space
- Replies: 1
- Views: 183
Elevated tains to space
2 Mods but in the vanilla game. The Space Elevator from Space Exploration (mod) and Trains in Space! (https://mods.factorio.com/mod/space-trains-patch) made me wish we have both in the game
As in, you have a train station where the train goes from the ground to the space platform (with all items in ...
As in, you have a train station where the train goes from the ground to the space platform (with all items in ...
- Mon Oct 13, 2025 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Tick box: Fruid spoiled = soilage and seed
- Replies: 4
- Views: 365
Tick box: Fruid spoiled = soilage and seed
As an alternative for the 0. something to get seeds, the fruids, if left to spoil, will give 100% seeds.
And just to adress anyone who has a complain that this ruins how to start gleba like a masochis (no one likes the spoilage except for people who want a challange), this could be an unlockeble ...
And just to adress anyone who has a complain that this ruins how to start gleba like a masochis (no one likes the spoilage except for people who want a challange), this could be an unlockeble ...
- Mon Oct 13, 2025 3:08 pm
- Forum: Outdated/Not implemented
- Topic: Vanila update for mod compability
- Replies: 2
- Views: 245
Vanila update for mod compability
This is a very quick post. Grammer issues warning. Sorry, don't have time to write in details and later will forget i did this post. Sorry
Space exploration (meteorid), bob, rampant (sorry if i wrote wrong), and the names of the overhaull mods that add new damage type continues.
Ideea is very very ...
Space exploration (meteorid), bob, rampant (sorry if i wrote wrong), and the names of the overhaull mods that add new damage type continues.
Ideea is very very ...
- Sun Oct 12, 2025 7:25 pm
- Forum: Ideas and Suggestions
- Topic: Keeping fish alive / placing fish in water
- Replies: 33
- Views: 9485
Fish healing + put them back in water
Title
I noticed then when fish get damaged (no clue how, bitter acid i guees?), the hp stay there. It does not heal
And since i was already doing this trival suggestion, i wanted to add the other one: let us put fish back in water. This is actually more simple. I mean, the issue i guess is that is ...
I noticed then when fish get damaged (no clue how, bitter acid i guees?), the hp stay there. It does not heal
And since i was already doing this trival suggestion, i wanted to add the other one: let us put fish back in water. This is actually more simple. I mean, the issue i guess is that is ...
- Sun Oct 12, 2025 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Special signal: deconstruction
- Replies: 0
- Views: 115
Special signal: deconstruction
As i was picking up some miners (quality drain = i want to use them somewhere else) for a small ore pach, there i needed to pick up the chest as well while at it or just ignore them i realised, why can't we automate this?
So the ideea is simple but still complicated and involved the decision ...
So the ideea is simple but still complicated and involved the decision ...
- Sat Oct 11, 2025 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Folder in the mod page
- Replies: 1
- Views: 167
Folder in the mod page
I don't know how many people use over 100 mods that changes some settings, especially overhaul mods.
Sometimes there are issues with one mod, no clue which one so now you need to disable them one by one. I mean, to install them is easy, but not the reverse.
As a solution for this, i would suggest ...
Sometimes there are issues with one mod, no clue which one so now you need to disable them one by one. I mean, to install them is easy, but not the reverse.
As a solution for this, i would suggest ...
- Sat Oct 11, 2025 12:05 am
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 8713
Re: Version 2.0.69
Is there a roadmap regarding 2.1? Since i did not see one here, i did not see any news, nothing.
- Fri Oct 10, 2025 5:27 pm
- Forum: Ideas and Suggestions
- Topic: New option for selector combinator: multy decision combinators in one
- Replies: 1
- Views: 172
New option for selector combinator: multy decision combinators in one
One of the reason no one uses combinators is because of how complicated it is to always set up and getting messed up via cables or/and not setting a correct condition.
The new option (aka new drop bar option) is essential a decision combinator that has mutiple outcomes.
Let me give you an exemple ...
The new option (aka new drop bar option) is essential a decision combinator that has mutiple outcomes.
Let me give you an exemple ...
- Fri Oct 10, 2025 12:34 am
- Forum: Bug Reports
- Topic: Minor bug: upgrade undeground belt when inventory full = 1 of them on ground, the other on the belt
- Replies: 0
- Views: 119
Minor bug: upgrade undeground belt when inventory full = 1 of them on ground, the other on the belt
Title.
I just upgraded the undeground belt to a fast one only to get the message that my invetory is full, but only 1 of them was on the ground, the other, i found it on the belt, as in, inside the underground one. I tested and same result. The bug i report is that: please fix the issue where items ...
I just upgraded the undeground belt to a fast one only to get the message that my invetory is full, but only 1 of them was on the ground, the other, i found it on the belt, as in, inside the underground one. I tested and same result. The bug i report is that: please fix the issue where items ...
- Thu Oct 09, 2025 9:42 pm
- Forum: Ideas and Suggestions
- Topic: 2 minor suggestions: trees = enemies; accumulator charge transfer
- Replies: 1
- Views: 151
2 minor suggestions: trees = enemies; accumulator charge transfer
On the ideea of icons we can press to enable, like exoskeleton and personal roboport, there to be a new one, where, everything (except the gleba fuid making trees for ovious reasons) that is rock, tree, or whatever mods might add, will be treated as an enemy and all turrets and military bots and ...
- Thu Oct 09, 2025 7:51 pm
- Forum: Ideas and Requests For Mods
- Topic: No fuel for vehicles
- Replies: 0
- Views: 116
No fuel for vehicles
Just to be clear: i'm not asking for trains with rechargable batteries. I'm not asking for a mod that gives a fuel that never runs out. I mean that the train, cars, tanks (and other mod vehicles) work exactly like how the spider works: with no fuel.
I messed around with the files (base, not mods ...
I messed around with the files (base, not mods ...
- Thu Oct 09, 2025 2:44 pm
- Forum: Ideas and Suggestions
- Topic: (Long post warning) Rethinking quality β modular, configurable, no random chances
- Replies: 15
- Views: 841
(Long post warning) Rethinking quality β modular, configurable, no random chances
Disclaimer: i used the ai to rephare everything, but AI being Ai and me having comunication issues, there might still be grammer issues or similar....like issues with rations since this is just a suggestion and not a case study or whatever... anyways, sorry for any such issues
TL;DR
Quality in ...
TL;DR
Quality in ...
- Wed Oct 08, 2025 2:12 am
- Forum: Outdated/Not implemented
- Topic: Aquilo And Fulgora redone because nothing is there
- Replies: 2
- Views: 263
Aquilo And Fulgora redone because nothing is there
We have 2 exclusive resources, one that is infinite and one that is finite. The only reason to even bother exploring the planet is you run out of the finite one, since otherwise, there is tons of space, traver via train makes the need for pipes trivial.
So essentially there is really nothing on ...
So essentially there is really nothing on ...
- Mon Oct 06, 2025 6:05 pm
- Forum: Ideas and Suggestions
- Topic: When mining drills run out of expected resources, they should mark themselves for deletion
- Replies: 26
- Views: 12183
Miner: empty signal = deconstruction, why is it still not implemented?
As many people keep requesting as well as mods showin it's possible, when a miner is empty, how about chaing in the code, script, whatever it's called, that inseted of showing that red signal that is empty, to auto mark itself for deconstruction.
This means we don't need to deal with this stuff ...
This means we don't need to deal with this stuff ...
- Mon Oct 06, 2025 5:56 pm
- Forum: Ideas and Suggestions
- Topic: Fifo chest
- Replies: 24
- Views: 1482
Re: Fifo chest
I think the whole point of Gleba is to encourage experimenting with JIT manufacturing. I doubt anything trying to achieve the opposite will ever be implemented in vanilla.
you mean force people to play in a certain way? people hate that planet because of how annoying it is.
If there was a ...