Search found 219 matches
- Wed Aug 19, 2026 7:00 am
- Forum: Ideas and Suggestions
- Topic: Train 'Push' Priority
- Replies: 4
- Views: 196
Re: Train 'Push' Priority
Feature exists. The “Priority” slider already controls which Train gets dispatched first. The trick is that you need to synchronize all of them to try to leave in the same Tick, using a Circuit condition.
Good Luck!
That feature clearly needs to be better advertised
The fact that you cannot ...
- Wed Aug 19, 2026 2:32 am
- Forum: Ideas and Suggestions
- Topic: On asteroid spawn rate graphs, add option to merge by size or by material
- Replies: 0
- Views: 79
On asteroid spawn rate graphs, add option to merge by size or by material
TL;DR
In the Factoriopedia, each planet-to-planet route has a graph which shows the rate at which each type of asteroid spawns at each point along the route. This graph would be more useful if it had options to instead show the combined spawn rate of all asteroids of each size, or the combined ...
In the Factoriopedia, each planet-to-planet route has a graph which shows the rate at which each type of asteroid spawns at each point along the route. This graph would be more useful if it had options to instead show the combined spawn rate of all asteroids of each size, or the combined ...
- Wed Aug 19, 2026 1:52 am
- Forum: Ideas and Suggestions
- Topic: Train 'Push' Priority
- Replies: 4
- Views: 196
Train 'Push' Priority
TL;DR
The current priority system lets us set 'pull' priority, i.e. when a train departs, if there are multiple open stations, which one it will head to. We also need a way to set 'push' priority, i.e. when a station opens up, if there are multiple waiting trains, which one will come to it.
What ...
The current priority system lets us set 'pull' priority, i.e. when a train departs, if there are multiple open stations, which one it will head to. We also need a way to set 'push' priority, i.e. when a station opens up, if there are multiple waiting trains, which one will come to it.
What ...
- Wed Aug 19, 2026 1:02 am
- Forum: Ideas and Suggestions
- Topic: For landing pad requests, change 'Logistical storage' to 'Orbital storage'
- Replies: 0
- Views: 70
For landing pad requests, change 'Logistical storage' to 'Orbital storage'
TL;DR
If you hover over a request on a landing pad, one of the things in the tooltip is a number labelled 'Logistical storage'. This number is actually how many of that item are available for request from orbiting space platforms, and the label should be changed to better reflect that, something ...
If you hover over a request on a landing pad, one of the things in the tooltip is a number labelled 'Logistical storage'. This number is actually how many of that item are available for request from orbiting space platforms, and the label should be changed to better reflect that, something ...
- Wed Aug 19, 2026 12:48 am
- Forum: Ideas and Suggestions
- Topic: Construction buildings set to 'Parameter' recipe should have fluid input/outputs
- Replies: 0
- Views: 51
Construction buildings set to 'Parameter' recipe should have fluid input/outputs
TL;DR
When you have a building's recipe set to any of the 'Parameter #' items, the building should display its fluid input and output pipes.
What?
Many production buildings have 'optional' input/output pipes, which appear only when a recipe that needs them is selected. (Indeed, pretty much all ...
When you have a building's recipe set to any of the 'Parameter #' items, the building should display its fluid input and output pipes.
What?
Many production buildings have 'optional' input/output pipes, which appear only when a recipe that needs them is selected. (Indeed, pretty much all ...
- Wed Aug 19, 2026 12:26 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Quality filter of deconstruction planner does not work for items on ground
- Replies: 3
- Views: 2275
Re: [2.0.60] Quality filter of deconstruction planner does not work for items on ground
LOL. I just came here planning to report the exact opposite as a bug. I had too much stuff delivered to a space platform, causing items to spill out onto the ground. They were automatically marked for deconstruction, but I used a deconstruction planner to cancel that so that they wouldn't get ...
- Wed Aug 19, 2026 12:09 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Expand arithmetic combinator to functions of other arities.
- Replies: 1
- Views: 189
Re: [2.1] Expand arithmetic combinator to functions of other arities.
If you're doing this, don't forget to add 'division rounded up'. (Yes, it's possible to do this with the current system with some work, because ceil(x/y) = floor((x+y-1)/y), but having it as its own integral operator would be much more convenient.)
- Wed Aug 19, 2026 12:03 am
- Forum: Ideas and Suggestions
- Topic: Better roboport circuit connectivity
- Replies: 4
- Views: 286
Re: Better roboport circuit connectivity
One thing I'd like to add: for 'Read network contents', add a tick-box to exclude stuff in buffer chests . More than once, I've wondered why my buffer chests aren't getting any of a certain item, only to realize I set my mall to stop producing that item once I have a given amount of it in the ...
- Tue Aug 18, 2026 11:49 pm
- Forum: Ideas and Suggestions
- Topic: Need a way to check the spoilage status of items on belts
- Replies: 2
- Views: 223
Re: Need a way to check the spoilage status of items on belts
when the packed items are moving east west on a belt yeah, the bar can look full white even though there is some spoilage. When it is nearly dead, you see mostly gray bar. Assuming all the items have the same age.
I think it is less of an issue north to south
With east/west belts, the main ...
- Sat Aug 15, 2026 12:40 am
- Forum: Ideas and Suggestions
- Topic: Need a way to check the spoilage status of items on belts
- Replies: 2
- Views: 223
Need a way to check the spoilage status of items on belts
TL;DR
When spoilable items are on a belt, it is really hard to tell how spoiled they are, and there's no way at all to see the exact remaining spoil time. There should be.
What?
When spoilable items are in a chest or machine, by clicking on the chest or machine to open its configuration window ...
When spoilable items are on a belt, it is really hard to tell how spoiled they are, and there's no way at all to see the exact remaining spoil time. There should be.
What?
When spoilable items are in a chest or machine, by clicking on the chest or machine to open its configuration window ...
- Fri Aug 14, 2026 11:58 pm
- Forum: Ideas and Suggestions
- Topic: 'Add to freshest stack' inserter option
- Replies: 0
- Views: 113
'Add to freshest stack' inserter option
TL;DR
Inserters have an option that lets you control which stack in their source they take from based on freshness values; give us an option that lets us control which stack in the destination they add to .
What?
By default, when an inserter is inserting into a chest or other container, it ...
Inserters have an option that lets you control which stack in their source they take from based on freshness values; give us an option that lets us control which stack in the destination they add to .
What?
By default, when an inserter is inserting into a chest or other container, it ...
- Fri Aug 14, 2026 9:04 pm
- Forum: Ideas and Suggestions
- Topic: Rare signals filter
- Replies: 5
- Views: 1065
Re: Rare signals filter
+1
Splitter filters already support this, so why shouldn't inserter filters do the same?
Splitter filters already support this, so why shouldn't inserter filters do the same?
- Fri Aug 14, 2026 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Spoiled-ness priority for logistics requests and belts
- Replies: 4
- Views: 941
Re: Spoiled-ness priority for logistics requests and belts
+1 on making spoiledness priority apply when taking from belts. I made a lot of designs on Gleba that never quite worked right because I had assumed that it did apply.
How would that work, exactly?
Let's say that you have it set to least spoiled first. There are 2 stacks on the belt, and the ...
- Thu Aug 13, 2026 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Obtaining stone from space
- Replies: 27
- Views: 1862
Re: Obtaining stone from space
Don't forget, AFAIK, the main application at hand is making furnaces, not roads. And maybe military/production science.
This is true for stone and stone bricks, but refined concrete is just a tile, it's not an ingredient to any building, hence why I drew an analogy between refined concrete ...
- Thu Aug 13, 2026 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Spoiled-ness priority for logistics requests and belts
- Replies: 4
- Views: 941
Re: Spoiled-ness priority for logistics requests and belts
+1 on making spoiledness priority apply when taking from belts. I made a lot of designs on Gleba that never quite worked right because I had assumed that it did apply.
Making it work for logistics requests... it would certainly be useful , but it might be impractical to implement for performance ...
Making it work for logistics requests... it would certainly be useful , but it might be impractical to implement for performance ...
- Fri Jul 24, 2026 3:27 am
- Forum: Ideas and Suggestions
- Topic: Output R/G settings for buildings
- Replies: 40
- Views: 10653
Re: Output R/G settings for buildings
b) that same rocketsilo can do different things, too, like send up bioflux. But I like to program some circuit logic to make sure there is nothing else in the silo, or different types of things at the same time, whatever.
There's an easy way to make sure the silo doesn't contain anything else ...
- Tue Jul 21, 2026 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Output R/G settings for buildings
- Replies: 40
- Views: 10653
Re: Output R/G settings for buildings
If we were talking about an additional constant combinator or something similar, I would agree.
But especially in the earlier situations on Gleba for example it's not only expensive to build additional rocket silos, it's also incredibly huge and clunky, just to read orbital requests.
I suggested ...
- Tue Jul 21, 2026 8:20 am
- Forum: Ideas and Suggestions
- Topic: Output R/G settings for buildings
- Replies: 40
- Views: 10653
Re: Output R/G settings for buildings
Just noticed how they didn't change the rocket silo at all for 2.1.
The fact that this building (one of the most important ones in the entire DLC) has only radio buttons to either:
- read content
or
- read orbital requests
really highlights how important a change like this is. And how ridiculous ...
- Sat Jul 18, 2026 2:21 am
- Forum: General discussion
- Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
- Replies: 34
- Views: 4495
Re: Concrete should take 10 times less times to recycle or give back refined concrete loop
And while you can say "giving it the old red/green wire treatment, while still consuming concrete", that's a *far* more invasive change. No item in the game has ever worked like the thing you're suggesting. Even red/green wires never worked like that. In 1.1, they were distinct items you crafted ...
- Thu Jul 16, 2026 9:20 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Roboports should report ghost entities
- Replies: 25
- Views: 2132
Re: [2.1] Roboports should report ghost entities
Note that Factorio already has a system for detecting and counting ghosts; you see it do so every time you get a 'Roboport is missing the materials for construction' notification. We just need that info to be available from the roboport as well as the GUI.