Counterpoint: For those of us who do already know how to use pins, this new button takes up space where I'd prefer to see more of the screen instead.
I'd be more amenable to it if it only showed up until I added my first pin, and then disappeared forever.
Of course, if someone only uses this ...
Search found 874 matches
- Wed Jul 08, 2026 9:00 am
- Forum: Ideas and Suggestions
- Topic: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
- Replies: 6
- Views: 4347
- Mon Jul 06, 2026 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Mixed quality crafting
- Replies: 9
- Views: 566
Re: Mixed quality crafting
100% guarantee...
As soon as they add this in the base game, there are going to be a hundred posts all saying:
"This assembly machine ate my legendary XYZ piece! How could you awful devs let this happen!?"
As soon as they add this in the base game, there are going to be a hundred posts all saying:
"This assembly machine ate my legendary XYZ piece! How could you awful devs let this happen!?"
- Thu Jul 02, 2026 7:17 am
- Forum: Ideas and Suggestions
- Topic: Obtaining stone from space
- Replies: 10
- Views: 605
Re: Obtaining stone from space
It is kind of funny that the one thing you can't get from space rocks is...rocks. 
- Wed Jul 01, 2026 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Recycler (toggle) to output belt stacks only
- Replies: 6
- Views: 337
Re: Recycler (toggle) to output belt stacks only
I think compared to every other assembler type building it would be weird for one of them, especially something with as little philosophical sophistication as something that crushes trash, to keep stock and only output in groups of items. No other machine does this and you would least except the ...
- Wed Jul 01, 2026 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Recycler (toggle) to output belt stacks only
- Replies: 6
- Views: 337
Re: Recycler (toggle) to output belt stacks only
The recycler only has 12 internal slots.
This change would require it to have quite a lot of internal slots.
Just to hold the various scrap/quality output would take 60 slots.
If you're also feeding non-scrap items back into the recyclers to break them down further, now you're talking about...no ...
This change would require it to have quite a lot of internal slots.
Just to hold the various scrap/quality output would take 60 slots.
If you're also feeding non-scrap items back into the recyclers to break them down further, now you're talking about...no ...
- Wed Jul 01, 2026 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Recycler (toggle) to output belt stacks only
- Replies: 6
- Views: 337
Re: Recycler (toggle) to output belt stacks only
You can do this yourself with a chest, combinator, and stack inserter per recycler. As I recall it's something like this:
Have each recycler output into a steel chest.
With an arithmetic combinator, do an each operation on the chest contents, taking items with count ≥ 16.
Set a stack inserter ...
Have each recycler output into a steel chest.
With an arithmetic combinator, do an each operation on the chest contents, taking items with count ≥ 16.
Set a stack inserter ...
- Mon Jun 29, 2026 11:47 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Allow high quality ingredients for low quality items
- Replies: 13
- Views: 899
Re: [2.1] Allow high quality ingredients for low quality items
And accidentally losing your rare iron gears to the common engine factory sounds like its own kind of error prone.
To me this sounds a lot worse than just having a bunch of low-quality items floating around.
Imagine e.g. a legendary gear getting wasted on creating a common engine because you ...
- Mon Jun 29, 2026 6:34 am
- Forum: Not a bug
- Topic: [2.1.8] Labs are eager now?
- Replies: 8
- Views: 447
Re: [2.1.8] Labs are eager now?
Change is that science packs are no longer tools so labs will consume science pack in 1 tick and then do reserach from internally tracked remaining durability. Previously the science packs would be partially used up by a lab on the top of the chain during that 1 tick but the item would stay in the ...
- Mon Jun 29, 2026 6:31 am
- Forum: Not a bug
- Topic: [2.1.8] Labs are eager now?
- Replies: 8
- Views: 447
Re: [2.1.8] Labs are eager now?
That was all edited in after I posted, which is why I asked the question instead of just reading that.
- Sun Jun 28, 2026 9:19 am
- Forum: Not a bug
- Topic: [2.1.8] Labs are eager now?
- Replies: 8
- Views: 447
- Sun Jun 28, 2026 9:15 am
- Forum: Not a bug
- Topic: [2.1.8] Labs are eager now?
- Replies: 8
- Views: 447
Re: [2.1.8] Labs are eager now?
OK, but when and why was it changed?
- Sun Jun 28, 2026 9:15 am
- Forum: Not a bug
- Topic: [2.1.8] Labs are eager now?
- Replies: 8
- Views: 447
Re: [2.1.8] Labs are eager now?
I would note that with the previous lazy-consumer design, it was easier to know where to prioritize e.g. productivity modules: In the furthest-away labs.
With the new eager-consumer labs, which lab consumes a science pack seems somewhat less deterministic with the same setup.
06-28-2026, 11-14-05 ...
With the new eager-consumer labs, which lab consumes a science pack seems somewhat less deterministic with the same setup.
06-28-2026, 11-14-05 ...
- Sun Jun 28, 2026 9:12 am
- Forum: Not a bug
- Topic: [2.1.8] Labs are eager now?
- Replies: 8
- Views: 447
[2.1.8] Labs are eager now?
I'm not sure this is a bug; it looks like a deliberate change. I've noticed in 2.1 that labs are now eager consumers instead of lazy consumers.
Previously, with the setup below, science packs would've been moved all the way down to the lower-left. Now science packs are consumed by the first lab ...
Previously, with the setup below, science packs would've been moved all the way down to the lower-left. Now science packs are consumed by the first lab ...
- Fri Jun 26, 2026 2:54 pm
- Forum: Balancing
- Topic: [2.1.8] Asteroids deal too much damage while stopped over planets
- Replies: 8
- Views: 956
Re: [2.1.8] Asteroids deal too much damage while stopped over planets
Is this actually new, though?
I thought Nauvis was the only planet where you were guaranteed not to get pummeled by damage-causing asteroids while assembling a platform.
I thought Nauvis was the only planet where you were guaranteed not to get pummeled by damage-causing asteroids while assembling a platform.
- Fri Jun 26, 2026 1:09 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 71
- Views: 16265
Re: Friday Facts #444 - 2.1 Experimental release
If there's one big thing I'd like re: communication, its for Wube to explain what the intention for Factorio is, and explain design decisions, and do a post mortem about the design. Because you're asking for feedback, but from what I see you don't care at all about feedback and are just doing what ...
- Fri Jun 26, 2026 11:19 am
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 71
- Views: 16265
Re: Friday Facts #444 - 2.1 Experimental release
Hoping for Friday New-Wube-Game Facts soon...
- Wed Jun 24, 2026 4:31 pm
- Forum: Gameplay Help
- Topic: How to gain Lazy Bastard achievement?
- Replies: 6
- Views: 694
Re: How to gain Lazy Bastard achievement?
Since you still have to do hand-crafting of a few things, instead of disabling hand-crafting entirely, change it to an inconvenient key combo.
For example, I change crafting from left-click to Control-Shift-Alt-left-click. That ensures I can't do it accidentally.
In case it helps, here's the list ...
For example, I change crafting from left-click to Control-Shift-Alt-left-click. That ensures I can't do it accidentally.
In case it helps, here's the list ...
- Wed Jun 24, 2026 10:06 am
- Forum: General discussion
- Topic: Too many last minute changes?
- Replies: 47
- Views: 4022
- Fri Jun 12, 2026 11:46 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 49755
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Vertically, I always had to set up inserters and belts and just watch and see which side the ore ended up on; I could never remember.
Just having the arrow show it is great.
Being able to flip the inserter and have it drop on the other side of the belt is huge.
Having inserters always drop on the ...
Just having the arrow show it is great.
Being able to flip the inserter and have it drop on the other side of the belt is huge.
Having inserters always drop on the ...
- Tue May 12, 2026 6:37 pm
- Forum: Questions, reviews and ratings
- Topic: possible to downgrade factorio version in order to play old mods?
- Replies: 4
- Views: 675
Re: possible to downgrade factorio version in order to play old mods?
The easiest way, if you have an account on Factorio.com, is to download the .zip version you want.
You can unzip it to a directory of your choosing and then play.
You don't even have to "downgrade"; you can keep both versions on your system.
In fact, if you have several different overhaul mods ...
You can unzip it to a directory of your choosing and then play.
You don't even have to "downgrade"; you can keep both versions on your system.
In fact, if you have several different overhaul mods ...