Search found 22 matches
- 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 ...
- 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 ...
- 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.
built-in versioning would be good too, but read-only is a easier start.
- 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 ...
- 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. 
- 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 ...
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 ...
- Tue Jun 30, 2026 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Ghost placement snap
- Replies: 4
- Views: 334
- 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 ...
In some situations (usually ...
- 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 ...
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 ...
- 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)
- 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"
- 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 ...
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 ...
- 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).
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
You guys, are chads!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.
- 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 ...
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 ...
- 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 ...
- 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.
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.