Search found 149 matches

by Alfonse215
Fri Oct 02, 2026 6:25 pm
Forum: Gameplay Help
Topic: How to control cargo landing pad requests
Replies: 6
Views: 225

Re: How to control cargo landing pad requests


In game version 2.1 you're able to set requests and read content at the same time, so there is a solution.


Note that, thanks to "magic subtraction," this works in 2.0 as well. As long as you don't use the same color wire for the set and the read, the landing pad will output the current contents ...
by Alfonse215
Fri Oct 02, 2026 4:34 pm
Forum: Gameplay Help
Topic: How to control cargo landing pad requests
Replies: 6
Views: 225

Re: How to control cargo landing pad requests


If I set up circuit logic to request enough to "top up" the local network, for example requesting 50-N (where N is how many are currently in the local system) I can end up going short. For example, if I want 50, and have 25 locally, I'll set a request for 25. But if the 25 that are already in the ...
by Alfonse215
Thu Oct 01, 2026 2:00 pm
Forum: Ideas and Suggestions
Topic: Rocket Silos - Seperate red/green circuits
Replies: 1
Views: 186

Re: Rocket Silos - Seperate red/green circuits


But to keep it brief, the only solution ive thought of so far is to have a unused rocket silo to read requests, to be able to manage that signal, to decide which inserters to enable- allowing the the other (actually to-be-manually-loaded) rocket silos being able to read contents so the inserters ...
by Alfonse215
Wed Sep 30, 2026 7:44 pm
Forum: Ideas and Suggestions
Topic: Let the New "No Item" Signal be Selected Directly from the GUI
Replies: 6
Views: 1100

Re: Let the New "No Item" Signal be Selected Directly from the GUI

My only issue is that it's grey, a color that blends in too well with the splitter's existing machinery.

I don't like having to select the deconstruction planner, but you can't argue with how noticeable it is. Being a nice, bright red immediately sells the idea that this is a direction that nothing ...
by Alfonse215
Wed Sep 30, 2026 1:37 pm
Forum: Ideas and Suggestions
Topic: Red and Green blueprint books (deconstruction/upgrade)
Replies: 2
Views: 184

Re: Red and Green blueprint books (deconstruction/upgrade)

Note that if you don't use an icon for a blueprint book, it will use the image from the currently selected blueprint. If that one is a deconstruction planner, it'll use that. I use this for my deconstruction and upgrade blueprint books.
by Alfonse215
Tue Sep 29, 2026 2:19 am
Forum: Ideas and Suggestions
Topic: Combinator output "Count of: [Signal]"
Replies: 1
Views: 183

Re: Combinator output "Count of: [Signal]"

The UI there looks very confusing. You would expect the right-most signal to be the signal being output, but that's the one on the left. I know it's a value modifier, but when you see a signal, you expect it to be the thing the decider is outputting.

Also:


Currently the only way to transfer one ...
by Alfonse215
Mon Sep 28, 2026 5:57 pm
Forum: Ideas and Suggestions
Topic: [2.1] Add "Mining fluid for" to factoriopedia
Replies: 2
Views: 231

Re: [2.1] Add "Mining fluid for" to factoriopedia

It does list uranium ore in the "used in" section. And the uranium ore page makes it clear that it is used in the mining of the ore.
by Alfonse215
Mon Sep 28, 2026 3:30 pm
Forum: Ideas and Suggestions
Topic: Deconstruction Planner Overhaul.
Replies: 2
Views: 243

Re: Deconstruction Planner Overhaul.


It already has a great mechanic where certain things are prioritized over other like buildings over tiles and tiles over landfill.
However there are even more shortcomings.
Ghost tiles aren't immune like tiles in case of building removal and should be placed in the same tier.
Same prioritization ...
by Alfonse215
Mon Sep 28, 2026 2:59 am
Forum: Ideas and Suggestions
Topic: Disconnect wires from any buildings with Shift+LMB
Replies: 5
Views: 497

Re: Disconnect wires from any buildings with Shift+LMB



Currently it is not possible to disconnect logic wires of an object in any way except rebuilding said object.


Huh? Can't you just redo the wire connection to disconnect it?


Sure, but it's not always easy to figure out exactly which things are connected to which other things. With power ...
by Alfonse215
Sun Sep 27, 2026 9:55 pm
Forum: Ideas and Suggestions
Topic: Provide icon for general item signal
Replies: 2
Views: 254

Re: Provide icon for general item signal

Just FYI: unmodded Factorio will generally allow the player to select whatever virtual signal they want for cases like this. They might have a default (usually a letter), but you get the option to specify the signal you'd rather use if you prefer a different one. So you might want to incorporate ...
by Alfonse215
Sat Sep 26, 2026 8:07 pm
Forum: Ideas and Suggestions
Topic: Add "No Item" to Roboport requests
Replies: 41
Views: 2961

Re: Add "No Item" to Roboport requests


Yeah that's another way, but it's not in the game


It is in the game. To purge a roboport, simply request robots that aren't going to be put into the network, like uncommon construction bots or something.

What we're asking for is a less convoluted way to say the same thing.


So the answer is ...
by Alfonse215
Sat Sep 26, 2026 6:39 pm
Forum: Ideas and Suggestions
Topic: Give bioflux the burner fuel category in addition to food fuel.
Replies: 6
Views: 575

Re: Give bioflux the burner fuel category in addition to food fuel.


Part of your premise is weak: you can convert bioflux to nutrients. Nutrients, by your account, spoil at an acceptable rate.

Burning things is always fine.


A followup: I was surprised by how viable this was to do. I figured that chests would fill up with nutrients too quickly to make it work ...
by Alfonse215
Sat Sep 26, 2026 4:47 pm
Forum: Ideas and Suggestions
Topic: Add "No Item" to Roboport requests
Replies: 41
Views: 2961

Re: Add "No Item" to Roboport requests



Because requests don't have a priority system.


Check this out :

Say you have 10 000 bots in your network. Request 12 000 in mall , and voila. The bots will show up on the mall , and nowhere else.

The goal of requesting bots at a mall is not to exclude them from being "nowhere else". It's ...
by Alfonse215
Sat Sep 26, 2026 4:31 pm
Forum: Ideas and Suggestions
Topic: Allow Space Platform Signal Requests to Specify a Source or Priority (Factorio 2.1)
Replies: 6
Views: 499

Re: Allow Space Platform Signal Requests to Specify a Source or Priority (Factorio 2.1)


For example, if I transport green transport belts from Mars to the logistics center on Earth, the logistics center starts requesting green transport belts. At that point, not only will the Mars transport ship provide green transport belts, but green transport belts on Earth will also be launched ...
by Alfonse215
Sat Sep 26, 2026 4:22 am
Forum: Ideas and Suggestions
Topic: Add "No Item" to Roboport requests
Replies: 41
Views: 2961

Re: Add "No Item" to Roboport requests



Yes, if I want bots in the mall, I have to request bots in the mall.


Very good. I think that's it. Request more than you have there and voila. Why would bots not show up ?


Because requests don't have a priority system.

The default logic of a bot that has finished a task is to go to the ...
by Alfonse215
Thu Sep 24, 2026 12:38 am
Forum: Ideas and Suggestions
Topic: Default to ice platform + concrete when first arriving on Aquilo
Replies: 13
Views: 2909

Re: Default to ice platform + concrete when first arriving on Aquilo

I don't agree that concrete should be the default. But I do agree that whatever you pick for one tile type should apply to all of them. So you should still need to pick your concrete, but only once.

Or perhaps, provide a menu to the player when Aquilo is first generated, giving them the option to ...
by Alfonse215
Wed Sep 23, 2026 2:52 pm
Forum: Ideas and Suggestions
Topic: Disconnect wires from any buildings with Shift+LMB
Replies: 5
Views: 497

Re: Disconnect wires from any buildings with Shift+LMB

Shift+LMB sounds like something that's too easy to misclick for it to affect every building. I prefer having it so that, if you're holding a green/red wire and you do Shift+LMB, then it'll disconnect the wires of that color from the building.

Also, I think it would be useful if it treated the input ...
by Alfonse215
Tue Sep 22, 2026 6:19 pm
Forum: Ideas and Suggestions
Topic: Give bioflux the burner fuel category in addition to food fuel.
Replies: 6
Views: 575

Re: Give bioflux the burner fuel category in addition to food fuel.

Spoilage has decreasing modifiers to vehicle performance, but none of the other spoilable, Gleba-based fuels have any vehicle performance modifiers. I figure bioflux should work the same way.
by Alfonse215
Tue Sep 22, 2026 5:20 pm
Forum: Ideas and Suggestions
Topic: Give bioflux the burner fuel category in addition to food fuel.
Replies: 6
Views: 575

Give bioflux the burner fuel category in addition to food fuel.

TL;DR
Give bioflux two fuel categories: food and burner.


What?
Now that items can have multiple fuel categories, let us burn bioflux.

Why?
As it currently stands, most spoilable items can be burned to dispose of excess. The only exceptions are nutrients (which spoil quickly enough), bioflux ...
by Alfonse215
Mon Sep 21, 2026 5:04 pm
Forum: Ideas and Suggestions
Topic: Allow inserters to insert and remove modules from mining drills
Replies: 9
Views: 641

Re: Allow inserters to insert and remove modules from mining drills

My main issue with this idea is that you really, really want drills to be tightly packed on ore patches. Even as a staunch proponent of quality mining of ores, I'd never sacrifice patch density for automating module modifications. You're talking about reducing patch density by up to 50% just to make ...

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