Search found 9 matches

by atarihomestar1
Fri Jan 30, 2026 8:22 pm
Forum: Balancing
Topic: Underground Pipes should have reach increased by 1.
Replies: 3
Views: 282

Re: Underground Pipes should have reach increased by 1.

+1

On top of better functionality and aesthetics, one could argue that it's more consistent with the recipe, which requires 10 pipes (the 5 iron plates could be the start and end of the underground pipe). Not that recipes always need to make sense, but it's just nicer.
by atarihomestar1
Fri Dec 26, 2025 3:41 pm
Forum: Ideas and Suggestions
Topic: priority inserting modules into machines
Replies: 8
Views: 1429

Re: priority inserting modules into machines

+1 on this, I've noticed it for a while now and it always bugs me. Especially because I like to Ctrl+click a blank spot in my inventory to fill a machine's input slots, but if I have any higher tier modules they get swapped even if they're worse because of quality. In my opinion, the expected result ...
by atarihomestar1
Tue Dec 16, 2025 5:13 pm
Forum: Ideas and Suggestions
Topic: Add a toggle to disable the jetpack
Replies: 11
Views: 3477

Re: Add a toggle to disable the jetpack

+1

Ran into this issue while trying to get the Golem achievement after beating the game with legendary mech armor. I stocked it up with a bunch of legendary energy shields, went over to a train, and realized I would have to make some power armor instead. It wasn't until after that I also realized I ...
by atarihomestar1
Wed Dec 03, 2025 6:30 am
Forum: Balancing
Topic: Moving Green Belts to Gleba
Replies: 14
Views: 3183

Re: Moving Green Belts to Gleba

One other note is because the Foundry has recipes for each tier of belt, it makes sense for green belts to be unlocked on Vulcanus
by atarihomestar1
Wed Dec 03, 2025 6:23 am
Forum: Ideas and Suggestions
Topic: Disable damage alerts for specific spaceships/surfaces
Replies: 2
Views: 430

Re: Disable damage alerts for specific spaceships/surfaces


If you could disable it for a ship / surface, in both cases it's now impossible to know if something seriously wrong happened. Something unexpected.


A counterpoint to this could be that, if I'm understanding OP's post correctly, the "entity destroyed" alert would still show up. To me, that's a ...
by atarihomestar1
Wed Dec 03, 2025 6:05 am
Forum: Implemented Suggestions
Topic: Pretty print common large numbers
Replies: 2
Views: 475

Re: Pretty print common large numbers

+1
Now that I think about it, all those examples you gave have been annoying to read at one point or another. Seems like a really simple fix, too.
by atarihomestar1
Mon Nov 03, 2025 11:45 pm
Forum: Balancing
Topic: Repair speed should increase with quality repair packs
Replies: 13
Views: 2081

Re: Make quality repair packs repair faster

+1

This would also be really helpful on space platforms, where the slow repair speed becomes much more apparent when your ship takes a lot of damage at once.

I agree that even before you've unlocked quality, you can usually mass-produce repair packs at such a big volume that increased durability ...
by atarihomestar1
Fri May 30, 2025 7:30 pm
Forum: Modding help
Topic: Is it possible to read achievement status with mods?
Replies: 2
Views: 710

Re: Is it possible to read achievement status with mods?


There does indeed seem to be no way of reading whether a certain achievement is gained. There is an event for it, but this wouldn't count achievements gained before your mod got added to the save https://lua-api.factorio.com/latest/events.html#on_achievement_gained

You could make an api request ...
by atarihomestar1
Sat May 17, 2025 1:44 am
Forum: Modding help
Topic: Is it possible to read achievement status with mods?
Replies: 2
Views: 710

Is it possible to read achievement status with mods?

I'm working on my first mod and I want to be able to read the status of achievements, specifically to know which ones are pinned by the user. Is this currently supported? I've checked the API docs and haven't been able to find anything, but I thought I'd ask here.

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