Search found 51 matches
- Fri Apr 17, 2026 9:25 am
- Forum: General discussion
- Topic: Isn't it weird that there are no talks/posts/discussions about 2.1?
- Replies: 11
- Views: 814
Re: Isn't it weird that there are no talks/posts/discussions about 2.1?
What bothers me is that they’re completely silent. In one of the FFFs after the SA release they said they might share some news once work on 2.1 has progressed well. Since we’re apparently not even at that stage yet, I think 2.1 is still far off on the horizon. I’m still surprised by the huge ...
- Thu Apr 16, 2026 9:53 pm
- Forum: General discussion
- Topic: Isn't it weird that there are no talks/posts/discussions about 2.1?
- Replies: 11
- Views: 814
Re: Isn't it weird that there are no talks/posts/discussions about 2.1?
Wait for tomorrow! 1pm! FFF incoming for sure!
At least that’s what I keep telling myself every Friday… until I get disappointed again
At least that’s what I keep telling myself every Friday… until I get disappointed again
- Tue Oct 21, 2025 3:37 pm
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 22925
Re: Status of 2.1?
Well, Happy Anniversary Space Age
I thought to read something from the dev team about it, but maybe they forgot their own bday?
I thought to read something from the dev team about it, but maybe they forgot their own bday?
- Fri Aug 22, 2025 9:03 am
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 22925
Re: Status of 2.1?
I keep my expectations low. In the end, it's always better to be pleasantly surprised than disappointed. 
- Wed Jun 18, 2025 8:13 am
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 22925
Re: Status of 2.1?
... and all the bugs are not yet fixed. Once they are, start your two-month timer.
Hello Cpt. Obvious,
my question was not if all bugs are already fixed. My question was if there are some news about the status of bug fixing and 2.1 as Wube expected themselves to be done with bug fixing after 2 ...
- Tue Jun 17, 2025 9:59 pm
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 22925
Status of 2.1?
Im just curious if there were any news on forums or elsewhere how the status for 2.1 is? In last FFF they mentioned it will be worked on when all bugs are fixed and that they are expecting to need at least 2 months for it. Well, now we are half a year later. Im just interested in those QoL ...
- Sat Mar 01, 2025 9:31 am
- Forum: General discussion
- Topic: Where is ur lead dev
- Replies: 10
- Views: 3562
Re: Where is ur lead dev
oh, no one said that they are not working
I just hoped that after 3 months we get some news about how stuff is going. And that was also the intention of the thread starter. So, no complaining here, just a little bit impatience
I just hoped that after 3 months we get some news about how stuff is going. And that was also the intention of the thread starter. So, no complaining here, just a little bit impatience
- Mon Feb 24, 2025 10:12 pm
- Forum: General discussion
- Topic: Where is ur lead dev
- Replies: 10
- Views: 3562
Re: Where is ur lead dev
Or are they working on 2.1 quietly?
Why quietly ?
I guess because there are no news about it. In November they said they will need approx. 2 months, now its nearly march already.
Im waiting a lot for 2.1 and for those QoL changes, expecially in circuit networks. I even stopped playing ...
- Tue Jan 14, 2025 6:27 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator should have ability to output "constant"
- Replies: 14
- Views: 4047
Re: Decider combinator should have ability to output "constant"
The more we integrate such "redundant" pieces of the circuit network, the more we move away from the need to have multiple pieces with distinct functionality in the first place. Basically, why even have 4 types of combinators at all? Why not go about things the way Mindustry works, as an example ...
- Wed Dec 11, 2024 3:08 pm
- Forum: Gameplay Help
- Topic: Decider combinator weird "anything" output
- Replies: 9
- Views: 3458
Re: Decider combinator weird "anything" output
I had some similar issues some weeks ago and reported a bug. Thanksfully I got an explanation from boskid how the new deciders work in 2.0:
Deciders have 2 operation modes:
- 'normal' mode:
normal mode is active when there is NO 'each' condition on input side. So only when using 'Any', 'Everything ...
Deciders have 2 operation modes:
- 'normal' mode:
normal mode is active when there is NO 'each' condition on input side. So only when using 'Any', 'Everything ...
- Sun Dec 08, 2024 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Train Station reservation option by interrupts
- Replies: 15
- Views: 5253
Re: Train Station reservation option by interrupts
The interrupt system really feels like they wanted players to run trains in a very specific manner.
Exactly, they even wrote it in one of their FFFs that you need a depot for catching the overloaded trains...
So we just added a special interrupt condition called "Destination full", which ...
- Wed Dec 04, 2024 10:44 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator should have ability to output "constant"
- Replies: 14
- Views: 4047
Re: Decider combinator should have ability to output "constant"
/sign
I would also like to see the ability to change the sign of a number on outputs. Lets ban all those arithmetic combinators 'Each * -1'
I would also like to see the ability to change the sign of a number on outputs. Lets ban all those arithmetic combinators 'Each * -1'
- Mon Dec 02, 2024 11:36 am
- Forum: Ideas and Suggestions
- Topic: Train Station reservation option by interrupts
- Replies: 15
- Views: 5253
Re: Train Station reservation option by interrupts
I just opened forum now because I wanted to make a suggestion thread about the exact same thing. Giving us a checkbox on train station targets to get reserved when being part of a schedule and a train is en route. Something like "Reserve Station Slot before approach" checkbox on every target station ...
- Tue Nov 26, 2024 10:46 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 2845
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
I would like to see a belt immunity mk2 that only activates when running AGAINST a belt direction or standing on a belt and is disabled when running along belt direction 
- Tue Nov 26, 2024 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Add special signals that do not sum up on wires and inputs
- Replies: 0
- Views: 534
Add special signals that do not sum up on wires and inputs
TL;DR
New special signals (i.e. something like the blueish A-Z0-9) should be treated separately and not merge. That would lead to better signal handling on bus systems and when working with IDs.
What?
Especially when working with IDs like on trains or on train stations it doesn't make sense ...
New special signals (i.e. something like the blueish A-Z0-9) should be treated separately and not merge. That would lead to better signal handling on bus systems and when working with IDs.
What?
Especially when working with IDs like on trains or on train stations it doesn't make sense ...
- Mon Nov 25, 2024 3:01 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 41
- Views: 11385
Re: Add setting to hide unresearched items/recipes in factoriopdia
Its bugs me everytime when I open factoriopedia. I dont want spoilers of what nice new stuff is coming on next planets. I try not to look at those new bling bling icons but seriously... nobody wants spoilers. So please give us an option to hide unresearched stuff. Shouldnt be a big thing to code.
- Sat Nov 23, 2024 2:27 am
- Forum: General discussion
- Topic: Space Age: What happened on Fulgora
- Replies: 6
- Views: 6453
- Thu Nov 21, 2024 4:54 pm
- Forum: Pending
- Topic: [2.0.18] Right Mouse Button not constantly registered on deconstruction?
- Replies: 2
- Views: 839
Re: [2.0.18] Right Mouse Button not constantly registered on deconstruction?
Im on 2.0.20 now and its not happening anymore. Can't really say if it was a mouse problem within windows or something with the game. I will keep an eye on it.
- Thu Nov 21, 2024 1:43 am
- Forum: General discussion
- Topic: Golden Circuit Boards! Finally found...
- Replies: 1
- Views: 986
Golden Circuit Boards! Finally found...
Just finished my work on my scalable dynamic assembler array and I got rewarded by Factorio with golden circuit boards! HURRRAYYY! :D
Its so secret I couldnt even make a screenshot of it, but I caught it on video.
Watch the tooltip at the right side.
https://www.youtube.com/watch?v=ojzbmiX0cS0 ...
Its so secret I couldnt even make a screenshot of it, but I caught it on video.
Watch the tooltip at the right side.
https://www.youtube.com/watch?v=ojzbmiX0cS0 ...
- Sat Nov 16, 2024 6:42 pm
- Forum: Gameplay Help
- Topic: Update placed blueprint copies by editing original blueprint?
- Replies: 2
- Views: 925
Update placed blueprint copies by editing original blueprint?
Is it possible to edit the blueprint in your blueprint library and have all placed copies in the world that use that blueprint updated (via ghost objects).
Im placing lot of train stations via blueprints and now considering to add a sirene circuit for alerting on empty storages. What is the best ...
Im placing lot of train stations via blueprints and now considering to add a sirene circuit for alerting on empty storages. What is the best ...