I tried doing the tight spot challenges again after thousands of hours of gameplay, both modded and vanilla and the experience is abysmal.
You can't Alt+D and remove a bunch of walls, ghosts don't get built, so you can't copy and paste anything without having to later build it manually anyway. I ...
Search found 17 matches
- Wed Jul 29, 2026 11:58 am
- Forum: Ideas and Suggestions
- Topic: Alternative game modes need some love
- Replies: 1
- Views: 67
- Mon Jul 27, 2026 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Add a keybind to swap hotbar items in 1-5 and 6-0 ranges
- Replies: 0
- Views: 62
Add a keybind to swap hotbar items in 1-5 and 6-0 ranges
TL;DR
Add a keybind that allows to swap right and left sides of hotbars.
What?
Keys from 1 to 5 are easily reachable with left hand without lifting it off the home row as opposed to 6-0 keys.
We currently have the ability to cycle active hotbars ('x' by default). I was somewhat surprised to see ...
Add a keybind that allows to swap right and left sides of hotbars.
What?
Keys from 1 to 5 are easily reachable with left hand without lifting it off the home row as opposed to 6-0 keys.
We currently have the ability to cycle active hotbars ('x' by default). I was somewhat surprised to see ...
- Mon Jul 27, 2026 1:23 pm
- Forum: Implemented Suggestions
- Topic: Space platform 'mass' instead of 'weight'
- Replies: 16
- Views: 3694
Re: Space platform 'mass' instead of 'weight'
I strongly support the change of the label to mass. I don't think that changing the function names matters here at all though, keeping it as weight on the back end for compatibility reasons is understandable, but player-facing parts are another story.
I do not see weight in the description of any ...
I do not see weight in the description of any ...
- Thu Jul 23, 2026 11:56 pm
- Forum: Bug Reports
- Topic: [2.1] Inconsistent behavior between pipette tool and copying with upgrade-pending quality entities
- Replies: 0
- Views: 185
[2.1] Inconsistent behavior between pipette tool and copying with upgrade-pending quality entities
Reproduction steps:
1. Build a Bulk inserter
2. Mark Bulk inserter for upgrade to Stack inserter (Uncommon)
3. Copy the (not yet upgdraded) inserter
4. Use pipette on the (not yet upgraded) inserter
5. Build what you got from the inserter
6. Paste what you copied
The result of step 5 and step 6 ...
1. Build a Bulk inserter
2. Mark Bulk inserter for upgrade to Stack inserter (Uncommon)
3. Copy the (not yet upgdraded) inserter
4. Use pipette on the (not yet upgraded) inserter
5. Build what you got from the inserter
6. Paste what you copied
The result of step 5 and step 6 ...
- Thu Jul 23, 2026 11:28 pm
- Forum: Ideas and Suggestions
- Topic: Show how many of the held ghost item is available in the logistic network
- Replies: 0
- Views: 119
Show how many of the held ghost item is available in the logistic network
I recently started playing Space Age. I like the quality mechanic, but I find myself going to the logistic network search way too often, because as I'm building or upgrading existing infrastructure, I want to use the best thing available to me.
And it's a not a lot to do L -> Ctrl+F -> type name (no ...
And it's a not a lot to do L -> Ctrl+F -> type name (no ...
- Thu Jul 23, 2026 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Add "quality priority" to inserters
- Replies: 32
- Views: 5712
Re: Add "quality priority" to inserters
I need quality priority for my bots. I've got a chest that requests all types of bots and an inserter that puts them on the network when the need arises. I'd like to prioritize the best quality available.
- Sat Jul 11, 2026 7:08 pm
- Forum: Not a bug
- Topic: [2.1.9] Mass described as "Weight" in space platform stats
- Replies: 6
- Views: 407
Re: [2.1.9] Mass described as "Weight" in space platform stats
First sentence of the article you linked reads:
A ton-force is one of various units of force defined as the weight of one ton due to standard gravity .
There is no circumstance less appropriate than interplanetary travel for this unit. Also, ton-force is not ton.
You should probably look at the ...
A ton-force is one of various units of force defined as the weight of one ton due to standard gravity .
There is no circumstance less appropriate than interplanetary travel for this unit. Also, ton-force is not ton.
You should probably look at the ...
- Sat Jul 11, 2026 5:37 pm
- Forum: Not a bug
- Topic: [2.1.9] Mass described as "Weight" in space platform stats
- Replies: 6
- Views: 407
Re: [2.1.9] Mass described as "Weight" in space platform stats
That thread went nowhere. You can have some weird contrived idea about planets being very close and suspension of disbelief is not that hard to have for that, but giving weight in tons is plainly incorrect.
- Sat Jul 11, 2026 5:18 pm
- Forum: Not a bug
- Topic: [2.1.9] Mass described as "Weight" in space platform stats
- Replies: 6
- Views: 407
Re: [2.1.9] Mass described as "Weight" in space platform stats
What is it then and where am I supposed to report it?
- Sat Jul 11, 2026 5:11 pm
- Forum: Not a bug
- Topic: [2.1.9] Mass described as "Weight" in space platform stats
- Replies: 6
- Views: 407
[2.1.9] Mass described as "Weight" in space platform stats
Weight is measured in Newtons, and describes the force with which an object is pulled by another object in its vicinity (most commonly, Earth).
I believe this was meant to be "Mass"; it does not seem to change in transit or between planets and it's given in tons, which is a unit of mass.
07-11 ...
I believe this was meant to be "Mass"; it does not seem to change in transit or between planets and it's given in tons, which is a unit of mass.
07-11 ...
- Tue Jun 23, 2026 9:11 pm
- Forum: Gameplay Help
- Topic: Why does "each" not work in the train schedule?
- Replies: 2
- Views: 459
Re: Why does "each" not work in the train schedule?
I tried playing around with "Any", but didn't manage to make that work either. I think the issue is that I need to check multiple stations, but it seems like by the time wildcard in station name is replaced, the wildcards in circuit conditions must be settled and only one target station name can be ...
- Tue Jun 23, 2026 7:38 pm
- Forum: Gameplay Help
- Topic: Why does "each" not work in the train schedule?
- Replies: 2
- Views: 459
Why does "each" not work in the train schedule?
Here's the schedule:
Also, note, station reads train's contents and there's another signal with matching station name on the red wire for testing purposes.
06-23-2026, 21-32-02.png
What I'm trying to do is have the train check if any of the items in cargo is accepted by any of the available ...
Also, note, station reads train's contents and there's another signal with matching station name on the red wire for testing purposes.
06-23-2026, 21-32-02.png
What I'm trying to do is have the train check if any of the items in cargo is accepted by any of the available ...
- Tue Jun 23, 2026 12:36 am
- Forum: Ideas and Suggestions
- Topic: Train station name via circuit network
- Replies: 9
- Views: 926
Re: Train station name via circuit network
I was recently thinking of how nice of a thing this would be! I use interrupt-based train networks, and "{item} sink {number}" is the pattern I have for stations that are "item sinks". If I was able to set station entire name to a signal value, or better yet, have a slot in the name that changes ...
- Sun Jun 14, 2026 8:11 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Screen location queues; quickly jump to alerts and pins
- Replies: 1
- Views: 587
Re: [QoL] Screen location queues; quickly jump to alerts and pings
Oh, I am so sorry; looks like I posted in the "implemented suggestions". It does not look like I have the ability to move the thread. Hopefully a moderator can help with that. If that's not possible, please tell me, I'll remove the thread and post again in a proper space.
Edit: I can't remove the ...
Edit: I can't remove the ...
- Wed Aug 06, 2025 12:45 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Screen location queues; quickly jump to alerts and pins
- Replies: 1
- Views: 587
[QoL] Screen location queues; quickly jump to alerts and pins
TL;DR
Quick navigation between alerts and map pins with hotkeys.
What?
Quick screen jump queues: a set of shortcuts to jump between tags and alerts.
Problem
Currently, navigating the base involves a lot of mouse dragging and manually searching for the place you want to look at. It's of ...
Quick navigation between alerts and map pins with hotkeys.
What?
Quick screen jump queues: a set of shortcuts to jump between tags and alerts.
Problem
Currently, navigating the base involves a lot of mouse dragging and manually searching for the place you want to look at. It's of ...
- Tue Aug 05, 2025 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Separate Normal And DLC Achievements.
- Replies: 4
- Views: 2672
Re: Separate Normal And DLC Achievements.
Hey, I'd like to say that I was unaware of one important feature at the time of my previous reply; there is an in-game list of achievements (trophy button in top right). It's easy to see which achievements have not yet been earned there, you can pin one of them to track progress and it also shows ...
- Wed Jul 02, 2025 4:57 pm
- Forum: Ideas and Suggestions
- Topic: Separate Normal And DLC Achievements.
- Replies: 4
- Views: 2672
Re: Separate Normal And DLC Achievements.
I'd like to humbly voice my support for such separation. I have bought Factorio recently and there's a big lack of a "North Star" after launching a rocket. I went to achievements, but DLC achievements are mixed with the base game achievements and I have to look for external sources in order to find ...