## TL;DR:
When a blueprint is pasted over existing structures that have been marked for deconstruction... entities that match the new blueprint should have their deconstruction cancelled.
## Why?
I have a large smelting area. I design a new smelting process that *mostly* adds to the original, but ...
Search found 87 matches
- Mon Jul 06, 2026 4:20 pm
- Forum: Ideas and Suggestions
- Topic: Pasting could appropriately cancel deconstruction
- Replies: 4
- Views: 336
- Sat Jul 04, 2026 1:47 am
- Forum: Modding discussion
- Topic: Factorio 2.1 reversible pump
- Replies: 3
- Views: 425
Re: Factorio 2.1 reversible pump
Cool. How do i add a UI under Enable for the Pump Reverse?
- Thu Jul 02, 2026 9:40 pm
- Forum: Modding discussion
- Topic: Factorio 2.1 reversible pump
- Replies: 3
- Views: 425
Factorio 2.1 reversible pump
Hello all,
I'm trying to make a bi-directional pump. Now that devices can have a separate signal on each wire, I want one to act as before - enable/disable - and one to switch direction of flow.
My use case is in stations that load many liquids. The default pump would have a little liquid stuck ...
I'm trying to make a bi-directional pump. Now that devices can have a separate signal on each wire, I want one to act as before - enable/disable - and one to switch direction of flow.
My use case is in stations that load many liquids. The default pump would have a little liquid stuck ...
- Sun Dec 07, 2025 3:02 am
- Forum: Implemented Suggestions
- Topic: QoL: highlight factoriopedia recipes that are (un)locked
- Replies: 4
- Views: 1054
QoL: highlight factoriopedia recipes that are (un)locked
What: change the background of 'pedia recipe icons to either red for locked, green or unlocked, or both.
Why: I'm playing pyanadons and I see this:
12-06-2025, 18-58-58.png
Can you tell which recipes are unlocked? Let's look through and... hm, this one looks tasty...
12-06-2025, 18-59-40.png ...
Why: I'm playing pyanadons and I see this:
12-06-2025, 18-58-58.png
Can you tell which recipes are unlocked? Let's look through and... hm, this one looks tasty...
12-06-2025, 18-59-40.png ...
- Fri Dec 05, 2025 10:36 pm
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 7
- Views: 1407
Re: QoL: remember tile and map settings between sessions
Every time I start a new game; enter a train; and zoom out - the train map settings are reset.
I almost never need the station names, I'm either going to a place I know or using the search and then clicking.
I almost never need the station names, I'm either going to a place I know or using the search and then clicking.
- Fri Nov 28, 2025 4:50 pm
- Forum: Pending
- Topic: Gfx glitch when placing landfill?
- Replies: 4
- Views: 1081
Gfx glitch when placing landfill?
Windows, v2.0.72. Pyanadons mod, fwiw.
First I placed landfill on the left, in a vertical motion.
Then I placed landfill on the right, in a horizontal motion.
I don't know why the texture coordinates seem to be screwed up in the second pass.
First I placed landfill on the left, in a vertical motion.
Then I placed landfill on the right, in a horizontal motion.
I don't know why the texture coordinates seem to be screwed up in the second pass.
- Wed Nov 12, 2025 11:59 pm
- Forum: Ideas and Suggestions
- Topic: QoL: Sortable Train overview > Stations
- Replies: 0
- Views: 391
QoL: Sortable Train overview > Stations
TL;DR:
Empower users to sort `Train overview > Stations` by demand.
What?
Train overview > Stations > shows all stations in the factory and the `on the way/demand` numbers.
I would like to be able to sort by either of these numbers. Then I can see factory demand per-train and easily tell where I ...
Empower users to sort `Train overview > Stations` by demand.
What?
Train overview > Stations > shows all stations in the factory and the `on the way/demand` numbers.
I would like to be able to sort by either of these numbers. Then I can see factory demand per-train and easily tell where I ...
- Wed Nov 12, 2025 3:58 pm
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 7
- Views: 1407
Re: QoL: remember tile and map settings between sessions
I can confirm that it does seem to remember the alt settings if i leave them just right when i quit.
However, the floor tile radius setting is not remembered.
However, the floor tile radius setting is not remembered.
- Wed Nov 12, 2025 12:02 am
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 7
- Views: 1407
Re: QoL: remember tile and map settings between sessions
I'll rephrase: how is anyone supposed to know that there's two modes? 8000h played and not once have i hit the alt key in map mode. I touched alt once in 2020 to turn on show-recipes and haven't been back since.
Why can't it remember that I'm in alt-map-mode between sessions?
Why can't it remember that I'm in alt-map-mode between sessions?
- Tue Nov 11, 2025 10:14 pm
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 7
- Views: 1407
Re: QoL: remember tile and map settings between sessions
So even though it save the settings, it starts every session in default mode? ...Why would that even be a thing?
- Tue Nov 11, 2025 6:16 pm
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 7
- Views: 1407
QoL: remember tile and map settings between sessions
TL;DR
Please! Remember floor tile placement radius, map settings between game sessions.
What?
11-11-2025, 10-14-34.png
and
11-11-2025, 10-14-58.png
Why?
QoL. Every morning I fire up my 900h factory and the first thing I do is re-tweak these settings. I also tweak the train view to turn off ...
Please! Remember floor tile placement radius, map settings between game sessions.
What?
11-11-2025, 10-14-34.png
and
11-11-2025, 10-14-58.png
Why?
QoL. Every morning I fire up my 900h factory and the first thing I do is re-tweak these settings. I also tweak the train view to turn off ...
- Wed Sep 24, 2025 1:55 am
- Forum: Ideas and Suggestions
- Topic: suggestion: better grouping of assemblers in search
- Replies: 0
- Views: 368
suggestion: better grouping of assemblers in search
09-23-2025, 18-52-04.png
I'm playing Pyanadons mod. These assemblers are abutting each other, less than 1 tile gap.
In search, rather than showing up as two sets of "5x Tin chromium alloy" they appear as ten 1x.
09-23-2025, 18-55-15.png
I imagine the amount of work is huge for almost no ...
I'm playing Pyanadons mod. These assemblers are abutting each other, less than 1 tile gap.
In search, rather than showing up as two sets of "5x Tin chromium alloy" they appear as ten 1x.
09-23-2025, 18-55-15.png
I imagine the amount of work is huge for almost no ...
- Fri May 16, 2025 1:24 am
- Forum: Ideas and Suggestions
- Topic: Please auto-select search field in "Select a ..." dialog
- Replies: 0
- Views: 484
Please auto-select search field in "Select a ..." dialog
Hello, devs, I hope you're doing well.
What:
"Select a..." dialog (eg select a filter) has clickable icons, tabs at the top, and the search field. In Py+CyberSyn I am hitting ctrl+f at least three times per station and have over 300 stations to date. The number of times I have somehow missed ctrl ...
What:
"Select a..." dialog (eg select a filter) has clickable icons, tabs at the top, and the search field. In Py+CyberSyn I am hitting ctrl+f at least three times per station and have over 300 stations to date. The number of times I have somehow missed ctrl ...
- Fri May 09, 2025 1:46 am
- Forum: Gameplay Help
- Topic: How do I build a make-anything-machine?
- Replies: 4
- Views: 8506
How do I build a make-anything-machine?
05-08-2025, 18-37-37.png
The Nth Py assembler chooses the N'th item from the the list of network requests (green wire). When a sophisticated multi-step recipe is introduced, some Nth item will reshape the list of demands, causing the assigned builds to fluctuate and the system ping-pongs every ...
The Nth Py assembler chooses the N'th item from the the list of network requests (green wire). When a sophisticated multi-step recipe is introduced, some Nth item will reshape the list of demands, causing the assigned builds to fluctuate and the system ping-pongs every ...
- Fri May 09, 2025 12:46 am
- Forum: Ideas and Suggestions
- Topic: Show connected signals in Selector Combinator
- Replies: 0
- Views: 402
Show connected signals in Selector Combinator
I have a combinator connected to a roboport.
if it is a decider or math combinator I can see all the signals.
If it is a selector I can't see the signals.
I can see them in the info menu on the right. I'd like them consistent with other combinators. Please also highlight the selected index item ...
if it is a decider or math combinator I can see all the signals.
If it is a selector I can't see the signals.
I can see them in the info menu on the right. I'd like them consistent with other combinators. Please also highlight the selected index item ...
- Fri May 02, 2025 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Please display train names in more places.
- Replies: 1
- Views: 665
Please display train names in more places.
Currently train names are visible here:
I would very much like them here:
Reason? In large multiplayer maps it can be very had to find my "personal train". If I know the name of the train then I could find it easily.
Thank you!
Thank you!
- Mon Feb 10, 2025 6:49 pm
- Forum: Duplicates
- Topic: [2.0.34] productivity gains not showing cumulative total correctly
- Replies: 2
- Views: 994
Re: [2.0.34] productivity gains not showing cumulative total correctly
Darn it! I searched before posting
Sorry
- Sun Feb 09, 2025 10:28 pm
- Forum: Duplicates
- Topic: [2.0.34] productivity gains not showing cumulative total correctly
- Replies: 2
- Views: 994
[2.0.34] productivity gains not showing cumulative total correctly
Maybe this is more of a feature request... but it feels wrong?
All queued scrap recycling show the same improvement, instead of building on each other.
Should be:
Scrap 2 adds 10% [+10% -> +20%]
Scrap 3 adds 10% [+20% -> +30%]
Scrap 4 adds 10% [+30% -> +40%]
etc.
Same for explosives effects, shell ...
All queued scrap recycling show the same improvement, instead of building on each other.
Should be:
Scrap 2 adds 10% [+10% -> +20%]
Scrap 3 adds 10% [+20% -> +30%]
Scrap 4 adds 10% [+30% -> +40%]
etc.
Same for explosives effects, shell ...
- Wed Feb 05, 2025 5:18 pm
- Forum: Duplicates
- Topic: [2.0.33] SA cannot q select some items
- Replies: 3
- Views: 788
Re: [2.0.33] SA cannot q select some items
except that I *can* pipette hot fluro from the enable/disable and that's a fluid.
- Wed Feb 05, 2025 5:03 pm
- Forum: Duplicates
- Topic: [2.0.33] SA cannot q select some items
- Replies: 3
- Views: 788
[2.0.33] SA cannot q select some items
CAN q-select solid fuel and lithium and hot fluro in the enable/disable box.
CANNOT q-select fluorine, ammonia, or hot fluro in the ingredient list.
Windows 11, Space Age, no other mods.
CANNOT q-select fluorine, ammonia, or hot fluro in the ingredient list.
Windows 11, Space Age, no other mods.