Search found 15 matches

by atarihomestar1
Wed Jun 10, 2026 1:38 pm
Forum: Outdated/Not implemented
Topic: Add additional "buffer" slot in labs
Replies: 5
Views: 424

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 ...
by atarihomestar1
Fri Jun 05, 2026 3:31 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 20643

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.
by atarihomestar1
Tue May 26, 2026 8:41 pm
Forum: Outdated/Not implemented
Topic: Priority handcrafting -> first in the queue instead of last
Replies: 3
Views: 423

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 ...
by atarihomestar1
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: 1177

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 ...
by atarihomestar1
Fri May 22, 2026 3:00 pm
Forum: Balancing
Topic: Decrease centrifuge stack size
Replies: 12
Views: 2050

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 ...
by atarihomestar1
Mon May 18, 2026 9:08 pm
Forum: Balancing
Topic: Decrease centrifuge stack size
Replies: 12
Views: 2050

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)
by atarihomestar1
Fri Jan 30, 2026 8:22 pm
Forum: Balancing
Topic: Underground Pipes should have reach increased by 1.
Replies: 4
Views: 1611

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: 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 ...
by atarihomestar1
Tue Dec 16, 2025 5:13 pm
Forum: Ideas and Suggestions
Topic: Add a toggle to disable the jetpack
Replies: 11
Views: 4822

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: 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
by atarihomestar1
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 ...
by atarihomestar1
Wed Dec 03, 2025 6:05 am
Forum: Implemented Suggestions
Topic: Pretty print common large numbers
Replies: 2
Views: 912

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: 3541

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: 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 ...
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: 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.

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