+1.
see also 130171
Search found 139 matches
- Wed Jun 24, 2026 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Pipette a recipe as a recipe, not as it's result
- Replies: 1
- Views: 117
- Wed Jun 24, 2026 8:54 am
- Forum: Won't fix.
- Topic: [2.0.77] Inconsistent behaviour when fuel_top_speed_multiplier is less than 1
- Replies: 2
- Views: 250
Re: [2.0.77] Inconsistent behaviour when fuel_top_speed_multiplier is less than 1
the case of fuel_top_speed_multiplier < 1 also exists in unmodded factorio (see spoilage, max speed 50%)
- Tue Jun 23, 2026 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Disable unsupported modules when changing recipe by circuit
- Replies: 1
- Views: 113
- Sun Jun 21, 2026 11:58 pm
- Forum: Ideas and Suggestions
- Topic: Radar "orbit" operation mode
- Replies: 4
- Views: 303
Re: Radar "orbit" operation mode
Yeah, it's possible, but the max of two coloured wires per channel might be too few for some applications.
3x communication paths can hardly fit into only two wires.
It would get worse if some of the paths would actually require both wires.
What I want is an unnamed channel, similarly to the ...
3x communication paths can hardly fit into only two wires.
It would get worse if some of the paths would actually require both wires.
What I want is an unnamed channel, similarly to the ...
- Sun Jun 21, 2026 9:26 pm
- Forum: Ideas and Suggestions
- Topic: Radar "orbit" operation mode
- Replies: 4
- Views: 303
Radar "orbit" operation mode
TL;DR
Introduce an "Orbit" operation mode for radars next to "Surface" and "Universe".
This would connect all space platforms staying in the same orbit and the planet's surface.
Why?
I am very happy to see that radars will get "Universe" mode, as noted on FFF-441 .
A common use case for ...
Introduce an "Orbit" operation mode for radars next to "Surface" and "Universe".
This would connect all space platforms staying in the same orbit and the planet's surface.
Why?
I am very happy to see that radars will get "Universe" mode, as noted on FFF-441 .
A common use case for ...
- Sun Jun 21, 2026 7:29 pm
- Forum: Implemented Suggestions
- Topic: Power Poles should show Circuit Network ID
- Replies: 3
- Views: 253
- Fri Jun 19, 2026 8:34 pm
- Forum: Minor issues
- Topic: [2.0.73] some of the elevated rail ghosts not getting placed
- Replies: 4
- Views: 455
Re: [2.0.73] some of the elevated rail ghosts not getting placed
This happening only in editor already cuts amount of players that can experience this by a significant factor, and as such this is a minor issue.
That's not the case.
The video recorded using the editor, in normal game the issue behaves the same way.
I just tried it out again.
One of my ...
- Fri Jun 19, 2026 7:19 pm
- Forum: Minor issues
- Topic: [2.0.73] some of the elevated rail ghosts not getting placed
- Replies: 4
- Views: 455
Re: [2.0.73] some of the elevated rail ghosts not getting placed
I understand that this is not solvable using single-pass logic, but is there any chance that a two-pass logic gets introduced?
The two-pass logic could implemented eg. kind of: manage a list of skipped entites and when the initial placement finished, check if the skipped entities are still existing ...
The two-pass logic could implemented eg. kind of: manage a list of skipped entites and when the initial placement finished, check if the skipped entities are still existing ...
- Fri Jun 19, 2026 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Improved Circuit Network Selector buttons
- Replies: 3
- Views: 749
Re: Improved Circuit Network Selector buttons
Nice idea but I find it a bit distracting. While this would likely help beginners to understand the mechanics, for me it is harder to figure out what's going on by a quick look due to the overwhelming color flood.
- Fri Jun 19, 2026 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Train station name via circuit network
- Replies: 7
- Views: 499
Re: Train station name via circuit network
I want this change too, but wasn't sure how to phrase it.
After the recent 2.1 unreveals, this is my the number one wish.
This would allow for a large range of optimization possibilities - that's the fun for me in the game.
Trains can be dynamically assigned to transport different materials, but ...
After the recent 2.1 unreveals, this is my the number one wish.
This would allow for a large range of optimization possibilities - that's the fun for me in the game.
Trains can be dynamically assigned to transport different materials, but ...
- Fri Jun 19, 2026 4:31 pm
- Forum: Ideas and Suggestions
- Topic: consider the "always render as day" setting when creating screenshots
- Replies: 0
- Views: 114
consider the "always render as day" setting when creating screenshots
When using the lua /screenshot command, the output picture might get rendered as night, even when having "always render as day" on.
It would be a nice if this option would be also applied to screenshots.
It would be a nice if this option would be also applied to screenshots.
- Mon Jun 15, 2026 12:27 am
- Forum: Ideas and Suggestions
- Topic: train wait/interrupt conditions for spoilable cargo
- Replies: 1
- Views: 224
Re: train wait condition "[item parameter] is spoilable"
After thinking a bit more about this, the changes as proposed would be most relevant for the circuit parameter, since the item parameter might get substituted with spoilage in some setups like the illustrated case about Gleba science spoiling in inserter hand.
However this would not affect the ...
However this would not affect the ...
- Sun Jun 14, 2026 4:41 pm
- Forum: Technical Help
- Topic: Help with analysing factorio hanging up without crashing
- Replies: 0
- Views: 255
Help with analysing factorio hanging up without crashing
Since I upgraded to 2.0.73, Factorio will sometimes hang without crashing.
The operating system and other apps stay fully responsive and does not feel overloaded, opening htop shows that most of the CPU cores are idling, more than enough GBs of RAM are free.
Factorio itself is irresponsive ...
The operating system and other apps stay fully responsive and does not feel overloaded, opening htop shows that most of the CPU cores are idling, more than enough GBs of RAM are free.
Factorio itself is irresponsive ...
- Sun Jun 14, 2026 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Restart Button
- Replies: 9
- Views: 639
Re: Restart Button
You develop mods, so I would assume you have technical knowledge;
if you want a full restart, would if work for you to write a oneliner script that terminates and starts Factorio?
I don't use steam; but a it should be possible by killing the process by exec name and then Steam.exe steam://rungameid ...
if you want a full restart, would if work for you to write a oneliner script that terminates and starts Factorio?
I don't use steam; but a it should be possible by killing the process by exec name and then Steam.exe steam://rungameid ...
- Sat Jun 13, 2026 11:44 am
- Forum: Ideas and Suggestions
- Topic: no warning if logistic enabled building outside logistic supply area
- Replies: 0
- Views: 112
no warning if logistic enabled building outside logistic supply area
The game has visual feedback for each possible conflicting configuration situation (except for unsatisfiable circuit conditions). The warning are showed above the buildings.
eg.
- fluid pipeline is overextended
- logistics chest outside logistic network
- train destination does not exist / no path ...
eg.
- fluid pipeline is overextended
- logistics chest outside logistic network
- train destination does not exist / no path ...
- Sat Jun 13, 2026 4:20 am
- Forum: Not a bug
- Topic: no warning if logistic enabled building outside logistic supply area
- Replies: 1
- Views: 177
no warning if logistic enabled building outside logistic supply area
The game has visual feedback for each possible conflicting configuration situation (except for unsatisfiable circuit conditions). The warning are showed above the buildings.
eg.
- fluid pipeline is overextended
- logistics chest outside logistic network
- train destination does not exist / no path ...
eg.
- fluid pipeline is overextended
- logistics chest outside logistic network
- train destination does not exist / no path ...
- Sat Jun 13, 2026 3:54 am
- Forum: Ideas and Suggestions
- Topic: Force machine recipe based on item or ghost in hand.
- Replies: 12
- Views: 1059
Re: Force machine recipe based on item or ghost in hand.
The way I see it, it would only update the recipe if the item/ghost is dropped in the checkbox area.
06-13-2026, 15-31-45.png
I now see that I misunderstood the intended implementation a little bit.
I was thinking of this feature making possible to set recipes without ever opening the ...
- Sat Jun 13, 2026 3:49 am
- Forum: Ideas and Suggestions
- Topic: train wait/interrupt conditions for spoilable cargo
- Replies: 1
- Views: 224
train wait/interrupt conditions for spoilable cargo
What?
train-interrupt-spoilable.png
It should be also possible to select circuit parameter, therefore the selection box.
Why?
The idea behind train item parameter concept is to have generic trains that can transport any kind of items.
But the limits of the interrupt system get exhausted ...
train-interrupt-spoilable.png
It should be also possible to select circuit parameter, therefore the selection box.
Why?
The idea behind train item parameter concept is to have generic trains that can transport any kind of items.
But the limits of the interrupt system get exhausted ...
- Sat Jun 13, 2026 2:00 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 159
- Views: 13517
Re: Please, DO NOT remove space casino
I don't think this change would remove space casinos; see this post viewtopic.php?p=693887#p693887
- Sat Jun 13, 2026 1:27 am
- Forum: Balancing
- Topic: Have ignore tile conditions in the editor defaulting to off.
- Replies: 0
- Views: 297
Have ignore tile conditions in the editor defaulting to off.
I think that the editor is commonly used by most of the users for testing and developing new designs.
Ignoring tile placement rules makes it easy to accidentally create designs that do not work in the normal game.
And as far I can see in other forums, this confuses some users not understanding why ...
Ignoring tile placement rules makes it easy to accidentally create designs that do not work in the normal game.
And as far I can see in other forums, this confuses some users not understanding why ...