Search found 139 matches

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: 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%)
by sben
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 ...
by sben
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 ...
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: 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 ...
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: 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 ...
by sben
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.
by sben
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 ...
by sben
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.
by sben
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 ...
by sben
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 ...
by sben
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 ...
by sben
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 ...
by sben
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 ...
by sben
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 ...
by sben
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 ...
by sben
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
by sben
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 ...

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