Search found 150 matches

by sben
Wed Aug 12, 2026 3:19 pm
Forum: Ideas and Suggestions
Topic: Rare signals filter
Replies: 5
Views: 1038

Re: Rare signals filter


There's an obvious issue with this. It can be solved, but you have to pick a path.

Assume an inserter receives a quality signal, let's say "rare," and an item signal, let's say "iron plates." The problem is that nothing about how signals work tells you how these two are supposed to combine, and ...
by sben
Sat Jul 18, 2026 12:52 am
Forum: Ideas and Suggestions
Topic: auto-filtering an upgrade planner
Replies: 3
Views: 269

Re: auto-filtering an upgrade planner

nice idea. i would like to use this on the destruction planner.
by sben
Wed Jul 08, 2026 10:51 pm
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 1620

Re: Add custom spoilage categories

+1
by sben
Fri Jul 03, 2026 4:58 pm
Forum: Ideas and Suggestions
Topic: Logistics groups need a lock or a delete warning.
Replies: 6
Views: 1497

Re: Logistics groups need a lock or a delete warning.

how does this behave in multiplayer? is it possible for someone to add new group just slightly before someone else clicks on the delete button, shifting the layout by one and so deleting the wrong group?
by sben
Wed Jul 01, 2026 12:20 am
Forum: Ideas and Suggestions
Topic: "Retain Incompatible Modules" option on machines
Replies: 3
Views: 756

Re: "Retain Incompatible Modules" option on machines

+1.

it would be nice if this would also regard situations like this 134314
by sben
Tue Jun 30, 2026 11:50 pm
Forum: Ideas and Suggestions
Topic: Allow belts to output the count of the belts attached that are in read-hold-all-belts
Replies: 10
Views: 3641

Re: Allow belts to output the count of the belts attached that are in read-hold-all-belts

is there a reason why you would want to read belt count over belt capacity directly? as far I see, you all want to estimate belt capacity. straight belt and turns can hold different amount of items; a built-in get capacity would match this better.
by sben
Mon Jun 29, 2026 1:57 pm
Forum: Ideas and Suggestions
Topic: Train station name via circuit network
Replies: 10
Views: 1081

Re: Train station name via circuit network

You have right that multiple stations requesting the same items might be open at the same time, that was my fault.



- circuit-based train routing (see eg. this on Reddit ):

is incompatible with interrupt-based generic trains


This was a bit ambiguously phrased, I meant that you can't mix ...
by sben
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: 389

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%)
by sben
Sun Jun 21, 2026 11:58 pm
Forum: Ideas and Suggestions
Topic: Radar "orbit" operation mode
Replies: 7
Views: 804

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 ...
by sben
Sun Jun 21, 2026 9:26 pm
Forum: Ideas and Suggestions
Topic: Radar "orbit" operation mode
Replies: 7
Views: 804

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 ...
by sben
Fri Jun 19, 2026 8:34 pm
Forum: Minor issues
Topic: [2.0.73] some of the elevated rail ghosts not getting placed
Replies: 5
Views: 737

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 ...
by sben
Fri Jun 19, 2026 7:19 pm
Forum: Minor issues
Topic: [2.0.73] some of the elevated rail ghosts not getting placed
Replies: 5
Views: 737

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 ...
by sben
Fri Jun 19, 2026 6:33 pm
Forum: Ideas and Suggestions
Topic: Improved Circuit Network Selector buttons
Replies: 3
Views: 846

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.

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