Search found 150 matches
- 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 ...
- Sat Jul 18, 2026 1:01 am
- Forum: Ideas and Suggestions
- Topic: Reduce friction when altering "import from" settings for space logistic requests
- Replies: 3
- Views: 405
Re: Reduce friction when altering "import from" settings for space logistic requests
a similar but more specific suggestion is here 133907
- 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.
- Sun Jul 12, 2026 6:04 pm
- Forum: Ideas and Suggestions
- Topic: A Needed Stack Size Option For Inserters With Filters Set
- Replies: 8
- Views: 1315
- Wed Jul 08, 2026 10:51 pm
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 23
- Views: 1620
- Sun Jul 05, 2026 10:34 am
- Forum: Ideas and Suggestions
- Topic: Make fluid in machines glow based on recipe
- Replies: 2
- Views: 312
- 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?
- Fri Jul 03, 2026 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Restructure the Waiting Conditions List dropdown to be sorted by context
- Replies: 6
- Views: 454
- Wed Jul 01, 2026 12:20 am
- Forum: Ideas and Suggestions
- Topic: "Retain Incompatible Modules" option on machines
- Replies: 3
- Views: 756
- 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.
- 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 ...
- 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 ...
- 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: 181
- 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%)
- Tue Jun 23, 2026 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Disable unsupported modules when changing recipe by circuit
- Replies: 1
- Views: 176
- 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 ...
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: 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 ...
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: 380
- 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 ...
- 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 ...
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: 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.