Search found 7952 matches

by Koub
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.
by Koub
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.
by Koub
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 ...
by Koub
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.
by Koub
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Forum: Outdated/Not implemented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.
by Koub
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 ...
by Koub
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.
by Koub
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
by Koub
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 ...
by Koub
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.
by Koub
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.
by Koub
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
by Koub
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

MEOWMI wrote: Sun Dec 07, 2025 8:53 pm +1

Either this, or the ability to hide unresearched entries, or both. Preferably both.
Your second alternative was already suggested here : viewtopic.php?t=116359
Feel free to add your voice to that suggestion.
by Koub
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.
by Koub
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"

Turnerdeedo wrote: Sat Dec 06, 2025 5:17 pm [...]
@OP this suggestions looks very similar to that one : viewtopic.php?t=67778
Do you agree ? Should I merge them ?
by Koub
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.
by Koub
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 ...
by Koub
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.
by Koub
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 ...
by Koub
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

wormeyman wrote: Wed Dec 03, 2025 6:54 pm Just double checking if this was seen and if it is even a good suggestion?
All the suggestions are seen. If it is a good suggestion, and if it's going to be implemented, that, I can't tell :mrgreen:.

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