Search found 22 matches

by skyman
Sun Jul 05, 2026 7:30 pm
Forum: Ideas and Suggestions
Topic: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)
Replies: 9
Views: 632

Re: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)



If so why not just have simple button for toggling that setting and showing its current status with permission to toggle it assigned to server owner?


...you are describing the the Permissions System referenced previously. :lol:
06-24-2026, 20-23-40.png

Implementing an entirely separate ...
by skyman
Sun Jul 05, 2026 4:01 pm
Forum: Ideas and Suggestions
Topic: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)
Replies: 9
Views: 632

Re: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)



It may be marginally faster to implement, but knowing people have muscle memory, confirmation dialog will be very annoying very fast. Few buttons doesn't seem that much work for devs, but I believe it will be much more enjoyable for players if there is no confirmation dialog every time they try ...
by skyman
Sun Jul 05, 2026 12:42 am
Forum: Ideas and Suggestions
Topic: Readonly blueprint/books
Replies: 7
Views: 2366

Re: Readonly blueprint/books

+1

built-in versioning would be good too, but read-only is a easier start. :P
by skyman
Sun Jul 05, 2026 12:34 am
Forum: Ideas and Suggestions
Topic: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)
Replies: 9
Views: 632

Re: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)


The "community suggested" way to achieve this is to disable handcrafting by removing in hotkeys or disabling ability to craft in /permissions .

Good Luck!


Read " Why? ".


i have better idea. when Lazy Bastard achievement is pinned and at least one crafter was made, a "are you sure you want ...
by skyman
Wed Jul 01, 2026 3:23 pm
Forum: Ideas and Suggestions
Topic: [QoL] Gun turret should have buffer for multiple ammo types
Replies: 2
Views: 198

Re: [QoL] Gun turret should have buffer for multiple ammo types

It's not exactly the same issue or the solution, just the entity. :|
by skyman
Tue Jun 30, 2026 3:36 pm
Forum: Ideas and Suggestions
Topic: [QoL] In-game saving of map's seeds
Replies: 0
Views: 110

[QoL] In-game saving of map's seeds

TL;DR
In-game saving of maps' seeds in the new game screen

What?
There should be possibility to save current seed and access previously saved ones, along with a way to remove them from that list - possibly individually with a trash icon before the seed number along with alternative way of ...
by skyman
Tue Jun 30, 2026 3:29 pm
Forum: Ideas and Suggestions
Topic: Ghost placement snap
Replies: 4
Views: 334

Re: Ghost placement snap

+1
by skyman
Tue Jun 30, 2026 3:05 pm
Forum: Minor issues
Topic: [2.0.42] Manual placement preview shows wires that will not actually be applied when building
Replies: 3
Views: 1109

Re: [2.0.42] Manual placement preview shows wires that will not actually be applied when building

I believe I've the same or similar problem with my defense line that I paste early on and start building in random places depending on the current need and it's annoying as hell... random disconnected wires through my entire line that I have to inspect to reconnect.

In some situations (usually ...
by skyman
Tue Jun 30, 2026 1:22 pm
Forum: Ideas and Suggestions
Topic: [QoL] Gun turret should have buffer for multiple ammo types
Replies: 2
Views: 198

[QoL] Gun turret should have buffer for multiple ammo types

TL;DR
https://wiki.factorio.com/images/Gun_turret_entity_anim.gif Gun turret should have buffer for multiple ammo types to simplify defense line while providing better coverage.

What?
Gun turret should have buffer for multiple ammo types and by default use the one with the highest DPS first ...
by skyman
Mon Jun 29, 2026 8:17 am
Forum: Implemented Suggestions
Topic: Change name of "global" Speaker playback option to "universal"
Replies: 4
Views: 929

Re: Change name of "global" Speaker playback option to "universal"

Also local sound (nearby to the speaker) should have sub-option to be heard by all teams (forces)
by skyman
Mon Jun 29, 2026 8:14 am
Forum: Ideas and Suggestions
Topic: [2.1] Blueprints should have option like "force empty space"
Replies: 19
Views: 2199

Re: [2.1] Blueprints should have option like "force empty space"

+1 Add toggle for that in the BP "Opaque/transparent"
by skyman
Mon Jun 22, 2026 2:11 pm
Forum: Ideas and Suggestions
Topic: Easter egg for 2.1 (Quality)
Replies: 0
Views: 183

Easter egg for 2.1 (Quality)

TL;DR / What?
https://wiki.factorio.com/images/Repair_pack.png https://forums.factorio.com/download/file.php?id=113701 β‰₯ https://wiki.factorio.com/images/thumb/Quality_uncommon.png/40px-Quality_uncommon.png Easter egg for Quality - any repair pack with quality bigger than normal would allow to ...
by skyman
Sat Jun 20, 2026 8:50 pm
Forum: Ideas and Suggestions
Topic: Drawings on the Map
Replies: 2
Views: 257

Re: Drawings on the Map

+1, but there should be simple button to select permanent drawing vs temporary one (with short list to select time Β½h/1h/2h/6h).
by skyman
Sat Jun 20, 2026 8:40 pm
Forum: Ideas and Suggestions
Topic: Independent Research Selection for Labs in Multiplayer (Local vs. Global Mode)
Replies: 1
Views: 230

Re: Independent Research Selection for Labs in Multiplayer (Local vs. Global Mode)

I wonder how this should be displayed in the UI if multiple players have the same research queued? And if it won't be too confusing to plan the research tree?

Perhaps it could be summarized under the tech icon with small and simple progress bar and X% label next to it. And once you click it to read ...
by skyman
Thu Jun 18, 2026 5:26 pm
Forum: Ideas and Suggestions
Topic: [QoL?] Gate research should be unlocked after placing few Walls
Replies: 0
Views: 143

[QoL?] Gate research should be unlocked after placing few Walls

TL;DR
Similarly to my other suggestion regarding some basic tech , Gate research should be done without any science packs, available in the same place on the tech tree like it is now, after building 30 Walls on the map.
Good QoL for 2.1? :geek:

What?
https://wiki.factorio.com/images/thumb ...
by skyman
Thu Jun 18, 2026 3:54 pm
Forum: Ideas and Suggestions
Topic: [QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)
Replies: 9
Views: 632

[QoL] Switch to lock manual crafting (for "Lazy Bastard" achievement)

TL;DR
Add a tri-state switch (or buttons) to disable/enable manual crafting for whole faction/only others in the faction . Mainly for "Lazy Bastard" achievement, but could also be used as a challenge.

Why?
Theoretically you can edit permissions to toggle manual crafting, but this doesn't seems ...
by skyman
Thu Jun 18, 2026 3:45 pm
Forum: Implemented Suggestions
Topic: Fix certain building-belt configurations breaking when flipped
Replies: 4
Views: 525

Re: Fix certain building-belt configurations breaking when flipped

boskid wrote: Fri Jun 12, 2026 11:40 am Now that https://www.factorio.com/blog/post/fff-442 is out, i will consider this as implemented.
You guys, are chads! :mrgreen:
by skyman
Thu Jun 11, 2026 7:42 pm
Forum: Ideas and Suggestions
Topic: Craft [X] trigger technology should say Produce [X] instead
Replies: 9
Views: 1005

Re: Craft [X] trigger technology should say Produce [X] instead

No? It just implies that you need to get it. "Obtain" doesn't specify any particular method.
Indeed in general it doesn't specify particular method, however since there is rather limited actions you can do in-game, some descriptions fit better for particular actions and after you use them, IMO ...
by skyman
Tue Jun 09, 2026 6:08 pm
Forum: Ideas and Suggestions
Topic: Craft [X] trigger technology should say Produce [X] instead
Replies: 9
Views: 1005

Re: Craft [X] trigger technology should say Produce [X] instead



Yes, but it would be better if it was more correct by default


Maybe. But there's also the helpfulness of the text: what's more likely to direct a player to the outcome they want with as minimal friction as possible.


IMO " Produce " is more helpful and that's what the text should indeed be ...
by skyman
Thu Jun 04, 2026 7:35 pm
Forum: Implemented Suggestions
Topic: Fix certain building-belt configurations breaking when flipped
Replies: 4
Views: 525

Re: Fix certain building-belt configurations breaking when flipped

IMO warning would be nice.

Recently I spent almost 1h building the base while hoping for my Green Science factory to produce something, but I didn't notice my flipped BP fucked the line with inserters. :evil:

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