Search found 15 matches
- Wed Jun 10, 2026 1:38 pm
- Forum: Outdated/Not implemented
- Topic: Add additional "buffer" slot in labs
- Replies: 5
- Views: 425
Re: Add additional "buffer" slot in labs
I think that, unfortunately, the easiest solution is to not mix quality sciences. If you're throwing quality modules into science assemblers to get that bonus % from quality, https://forums.factorio.com/viewtopic.php?t=126882 < This discussion and others show how in nearly every case, it's better to ...
- Fri Jun 05, 2026 3:31 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 20658
Re: Friday Facts #441 - Space logistics improvements
Space platform "QOL" is HUGE, but something that seems to be going under the radar (no pun intended
) is the new rocket silo animation. It looks great! And now I don't need to hover to make sure that the rockets are crafting.
- Tue May 26, 2026 8:41 pm
- Forum: Outdated/Not implemented
- Topic: Priority handcrafting -> first in the queue instead of last
- Replies: 3
- Views: 424
Re: Priority handcrafting -> first in the queue instead of last
I like this idea, we have the ability to do a similar thing with research, why not hand crafting?
This would be especially nice for the beginning of Fulgora when I like to hand recycle scrap during the day before I get enough accumulators to run the recyclers through the day, but run into this case ...
This would be especially nice for the beginning of Fulgora when I like to hand recycle scrap during the day before I get enough accumulators to run the recyclers through the day, but run into this case ...
- Tue May 26, 2026 8:37 pm
- Forum: Ideas and Suggestions
- Topic: Automatically set locomotive to manual driving when selecting "drive remotely"
- Replies: 7
- Views: 1178
Re: Automatically set locomotive to manual driving when selecting "drive remotely"
+1
I've lost track of the amount of times I've clicked on the remote drive button, tried driving the train, realized it was still set to automatic, and had to switch to manual before driving it.
I can see why it doesn't switch it to manual for you, because someone might not realize it switched ...
I've lost track of the amount of times I've clicked on the remote drive button, tried driving the train, realized it was still set to automatic, and had to switch to manual before driving it.
I can see why it doesn't switch it to manual for you, because someone might not realize it switched ...
- Fri May 22, 2026 3:00 pm
- Forum: Balancing
- Topic: Decrease centrifuge stack size
- Replies: 12
- Views: 2054
Re: Decrease centrifuge stack size
I don't think this is really necessary. Because unlike ammo or many intermediate material, they are not transported a lot, nor do they need a large buffer.
If I understand this correctly, isn't the "nor do they need a large buffer" part the point of OP's suggestion? I've never needed a buffer ...
- Mon May 18, 2026 9:08 pm
- Forum: Balancing
- Topic: Decrease centrifuge stack size
- Replies: 12
- Views: 2054
Re: Decrease centrifuge stack size
+1 to this
I usually limit chemical plant chests to around 3-4 slots because they're relatively cheap and needed in many common cases, but when automating centrifuges I've always had to use circuit conditions (ex. assembler only works if there are <10 centrifuges in the chest)
I usually limit chemical plant chests to around 3-4 slots because they're relatively cheap and needed in many common cases, but when automating centrifuges I've always had to use circuit conditions (ex. assembler only works if there are <10 centrifuges in the chest)
- Fri Jan 30, 2026 8:22 pm
- Forum: Balancing
- Topic: Underground Pipes should have reach increased by 1.
- Replies: 4
- Views: 1616
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.
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.
- Fri Dec 26, 2025 3:41 pm
- Forum: Ideas and Suggestions
- Topic: priority inserting modules into machines
- Replies: 8
- Views: 2147
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: 4825
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: 5445
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: 775
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: 913
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: 3542
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: 917
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: 917
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.