Search found 7952 matches
- Mon Jan 05, 2026 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
- Replies: 31
- Views: 12086
Re: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
[Koub] Merged into an older thread with a similar suggestion.
- Mon Jan 05, 2026 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Accumulator charge % in Electric network info
- Replies: 10
- Views: 5568
Re: Accumulator charge % in Electric network info
[Koub] Merged into an older thread with the same suggestion.
- Mon Jan 05, 2026 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Merge Science Production Graph
- Replies: 6
- Views: 619
Re: Merge Science Production Graph
Produced and consumed science packs as items is one thing, actual science researched within a lab is another thing.
For example, one could imagine a situation where a science pack would be an ingredient for another item. Science packs would be consumed, but 0 science produced.
A way to measure the ...
For example, one could imagine a situation where a science pack would be an ingredient for another item. Science packs would be consumed, but 0 science produced.
A way to measure the ...
- Mon Dec 29, 2025 10:52 am
- Forum: Ideas and Suggestions
- Topic: priority inserting modules into machines
- Replies: 8
- Views: 1242
Re: priority inserting modules into machines
[Koub] Merged into an older thread with the same suggestion.
- Mon Dec 29, 2025 10:43 am
- Forum: Outdated/Not implemented
- Topic: New "total ingredients" mode for selector combinator
- Replies: 6
- Views: 2437
Re: New "total ingredients" mode for selector combinator
[Koub] Moving this to won't implement then.
- Wed Dec 24, 2025 10:17 am
- Forum: Ideas and Suggestions
- Topic: Collapsible settings menu!
- Replies: 1
- Views: 154
Re: Collapsible settings menu!
Related : many "please add collapsible menus" in various places :
https://forums.factorio.com/viewtopic.php?t=89541 (in Control Settings)
https://forums.factorio.com/viewtopic.php?t=58300 (find, collapse and expand in mod settings)
https://forums.factorio.com/viewtopic.php?t=121751 (in mod and ...
https://forums.factorio.com/viewtopic.php?t=89541 (in Control Settings)
https://forums.factorio.com/viewtopic.php?t=58300 (find, collapse and expand in mod settings)
https://forums.factorio.com/viewtopic.php?t=121751 (in mod and ...
- Tue Dec 23, 2025 9:37 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 45
- Views: 16452
Re: Feature request: Allow one-time orders from logistic network
[Koub] Merged several threads with the same suggestion.
- Tue Dec 23, 2025 9:06 am
- Forum: Ideas and Suggestions
- Topic: Set conditions based on quality as inserter filters
- Replies: 4
- Views: 675
Re: Set conditions based on quality as inserter filters
[Koub] Merged a couple threads with the same suggestion.
Also this one is quite related : viewtopic.php?t=120320
Also this one is quite related : viewtopic.php?t=120320
- Tue Dec 23, 2025 8:51 am
- Forum: Ideas and Suggestions
- Topic: Water bodies
- Replies: 10
- Views: 4348
Re: Adding rivers to the map generation
[Koub] Merged a couple of threads with the same suggestion.
Also, there are heaps of suggestion including this one. Most of the time, rivers are requested not only for the looks, but alongside something useful gameplay wise (hydroelectricity/dams, boats, ...), or as a subset of more diverse map ...
Also, there are heaps of suggestion including this one. Most of the time, rivers are requested not only for the looks, but alongside something useful gameplay wise (hydroelectricity/dams, boats, ...), or as a subset of more diverse map ...
- Mon Dec 22, 2025 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Technology request: Conservation
- Replies: 13
- Views: 3420
Re: Technology request: Conservation
[Koub] Merged into an older thread with a similar suggestion.
- Tue Dec 09, 2025 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Feature Request - List of Tags to click on
- Replies: 2
- Views: 293
Re: Feature Request - List of Tags to click on
@OP : if eugenekay's reply fulfills your needs, please tell so here, so that I can move the thread to Gameplay Help.
- Mon Dec 08, 2025 10:39 am
- Forum: Ideas and Suggestions
- Topic: Allow entities to use conditions even when not connected to the circuit network
- Replies: 4
- Views: 372
Re: Allow entities to use conditions even when not connected to the circuit network
For completeness, a limited version of this suggestion was made previously here : viewtopic.php?t=121279
- Mon Dec 08, 2025 10:24 am
- Forum: Ideas and Suggestions
- Topic: QoL: highlight factoriopedia recipes that are (un)locked
- Replies: 2
- Views: 308
Re: QoL: highlight factoriopedia recipes that are (un)locked
Your second alternative was already suggested here : viewtopic.php?t=116359MEOWMI wrote: Sun Dec 07, 2025 8:53 pm +1
Either this, or the ability to hide unresearched entries, or both. Preferably both.
Feel free to add your voice to that suggestion.
- Mon Dec 08, 2025 10:16 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 40
- Views: 8538
Re: Add setting to hide unresearched items/recipes in factoriopdia
[Koub] Merged two threads with the same suggestion.
- Mon Dec 08, 2025 10:07 am
- Forum: Ideas and Suggestions
- Topic: Automatically set locomotive to manual driving when selecting "drive remotely"
- Replies: 5
- Views: 395
Re: Automatically set locomotive to manual driving when selecting "drive remotely"
@OP this suggestions looks very similar to that one : viewtopic.php?t=67778
Do you agree ? Should I merge them ?
- Mon Dec 08, 2025 9:51 am
- Forum: Balancing
- Topic: roboport with more charging slots.
- Replies: 2
- Views: 433
Re: roboport with more charging slots.
[Koub] It is debatable, but I think this suggestion would be best suited for the Balancing subforum. Moving the thread from Ideas and Suggestion.
- Thu Dec 04, 2025 11:17 am
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 4171
Re: AI generated assets and disclosure
So far the main reason you listed is "ressource intensive" , which i can assure you isn't the case when i run the AI on my notebook, it's less ressource intensive than running a megabase in factorio, and i have the control over the emission :)
I'm sure of it. But the infrastructure needed for ...
- Thu Dec 04, 2025 9:24 am
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 4171
Re: AI generated assets and disclosure
[Koub] Also found out there were two threads about basically the same thing, merged them. I know it makes things harder to track when they have lived for some time, but I don't want a multiplication of threads with the same discussion.
- Thu Dec 04, 2025 9:12 am
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 4171
Re: AI generated assets and disclosure
People may have various reasons to want avoiding AI generated content. I often see those people depicted as rooted in the past, like old people who are opposed to new technology "just because", things were better before, ...
I, for example, try to avoid AI generated content for various reasons. On ...
I, for example, try to avoid AI generated content for various reasons. On ...
- Thu Dec 04, 2025 8:19 am
- Forum: Ideas and Suggestions
- Topic: Cannot remove captive biter spawners when game.player.force.friendly_fire = false
- Replies: 2
- Views: 412
Re: Cannot remove captive biter spawners when game.player.force.friendly_fire = false
All the suggestions are seen. If it is a good suggestion, and if it's going to be implemented, that, I can't tellwormeyman wrote: Wed Dec 03, 2025 6:54 pm Just double checking if this was seen and if it is even a good suggestion?