+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.
Search found 9 matches
- Fri Jan 30, 2026 8:22 pm
- Forum: Balancing
- Topic: Underground Pipes should have reach increased by 1.
- Replies: 3
- Views: 282
- 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 ...
- 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 ...
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 ...
- 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
- 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 ...
- 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.
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.
- 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 ...
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 ...
- 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 ...
- 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.