Win. Thank you.
Search found 30 matches
- Sun Aug 16, 2026 5:34 am
- Forum: Not a bug
- Topic: Inserter not keeping the lane config when fast-replaced in 2.1.8 and 2.1.9
- Replies: 12
- Views: 1326
Re: Inserter not keeping the lane config when fast-replaced in 2.1.8 and 2.1.9
It seems that in 2.1.14 if you place mismatched inserter, the ghost settings takes priority.
Win. Thank you.

Win. Thank you.
- Sun Aug 16, 2026 5:30 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Allow placement of the Display Panel over the Transport Belt
- Replies: 4
- Views: 506
Re: [QoL] Allow placement of the Display Panel over the Transport Belt
Re underground bets - you could, but it would be way cooler and more satisfying if the display panel got thin sheet metal supports that clip on the sides of the belt without blocking it instead, sort of like this: ChatGPT Image Aug 8, 2026, 11_14_26 AM.png
Yeah, something like that, orientation ...
- Sat Aug 08, 2026 9:55 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
- Replies: 11
- Views: 935
Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
+1, was just searching before posting this myself. I like the idea of a dot, or maybe biasing the bar to one side, or something other than an arrow basically. I was gonna say that people could get confused since output arrow means things only go out on that side while input arrow is just a ...
- Fri Aug 07, 2026 12:06 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Allow placement of the Display Panel over the Transport Belt
- Replies: 4
- Views: 506
[QoL] Allow placement of the Display Panel over the Transport Belt
TL;DR
https://wiki.factorio.com/images/thumb/Display_panel.png/48px-Display_panel.png https://wiki.factorio.com/images/thumb/Transport_belt.png/48px-Transport_belt.png Allow placement of the display panel over the transport belt . Also add dynamic arrow icon to always point in the same direction ...
https://wiki.factorio.com/images/thumb/Display_panel.png/48px-Display_panel.png https://wiki.factorio.com/images/thumb/Transport_belt.png/48px-Transport_belt.png Allow placement of the display panel over the transport belt . Also add dynamic arrow icon to always point in the same direction ...
- Wed Aug 05, 2026 6:10 pm
- Forum: Not a bug
- Topic: Inserter not keeping the lane config when fast-replaced in 2.1.8 and 2.1.9
- Replies: 12
- Views: 1326
Re: Inserter not keeping the lane config when fast-replaced in 2.1.8 and 2.1.9
I was about to report this behavior as a bug, but it seems there is some underlying logic behind this, so instead could I ask this output arrow for inserter to be made more visible when it won't match the ghost?
For example ghost inserter's arrow made with green color, cursor inserter's arrow made ...
For example ghost inserter's arrow made with green color, cursor inserter's arrow made ...
- Wed Aug 05, 2026 5:51 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
- Replies: 11
- Views: 935
Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
Wouldn't it be simpler and probably better to have inserters pick-up from both sides interchangeably? If second side is empty, it will skip it, but only until there is something on the other side. This way inserter may pickup from both sides, while having the priority for the last unused side ...
- Tue Aug 04, 2026 5:48 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
- Replies: 11
- Views: 935
Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
Wouldn't it be simpler and probably better to have inserters pick-up from both sides interchangeably? If second side is empty, it will skip it, but only until there is something on the other side. This way inserter may pickup from both sides, while having the priority for the last unused side.
UI ...
UI ...
- Sun Aug 02, 2026 12:55 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Better management for fluid storage (simple improvement)
- Replies: 0
- Views: 183
[QoL] Better management for fluid storage (simple improvement)
TL;DR https://wiki.factorio.com/images/Storage_tank.png
Add better management for fluid storage:
new const. signal for storage tanks : "[Storage] V olume". https://wiki.factorio.com/images/Signal-V.png
*new option for storage tanks "auto connect to the same circuit network as adjacent storage ...
Add better management for fluid storage:
new const. signal for storage tanks : "[Storage] V olume". https://wiki.factorio.com/images/Signal-V.png
*new option for storage tanks "auto connect to the same circuit network as adjacent storage ...
- 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: 865
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: 865
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: 2496
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: 865
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: 257
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: 176
[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: 429
- 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: 1236
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: 257
[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: 1208
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: 2505
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: 221
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 ...