Search found 497 matches

by Stringweasel
Wed Aug 19, 2026 6:08 pm
Forum: Ideas and Suggestions
Topic: Luck Module?
Replies: 2
Views: 248

Re: Luck Module?

Sounds a bit like this mod: https://mods.factorio.com/mod/rigor-module
by Stringweasel
Tue Aug 11, 2026 7:21 pm
Forum: Questions, reviews and ratings
Topic: Space Exploration (0.7.57) Error when cloning tiles over a cargo launch pad
Replies: 3
Views: 1184

Re: Space Exploration (0.7.57) Error when cloning tiles over a cargo launch pad

It makes sense in that case that the editor deleted some entities. Unfortunately this is a "Won't fix" for the moment, since being able to handle this correctly would require refactoring a large partion of the code base, which is not a priority at the moment.
by Stringweasel
Sun Aug 09, 2026 7:13 pm
Forum: Questions, reviews and ratings
Topic: Space Exploration (0.7.57) Error when cloning tiles over a cargo launch pad
Replies: 3
Views: 1184

Re: Space Exploration (0.7.57) Error when cloning tiles over a cargo launch pad

Are you sure you mean cloning ? Cloning is not something players typically do. Do you maybe mean copy-and-pasting?

And if you were really doing cloning then there's an chance this is out of our hands, since some editor commands don't provide the API events our code expected. Were you in the editor ...
by Stringweasel
Sun Aug 02, 2026 8:03 am
Forum: Modding interface requests
Topic: Better entity collision mask options
Replies: 1
Views: 175

Re: Better entity collision mask options

+1

SE also has a few cases where this would be useful. It would be great if mods could more ways to provide the "cannot build here" player feedback.
by Stringweasel
Wed Jul 29, 2026 6:31 am
Forum: Modding interface requests
Topic: Add custom tooltips for ingredients and products, similar to quality-related tooltips
Replies: 4
Views: 326

Re: Add custom tooltips for ingredients and products, similar to quality-related tooltips

+1

SE would benefit from this. There's some of our recipes that should have complex product probabilities. And the only reason we didn't do it is because the tooltip don't provide good player feedback. A tooltip on the tooltip could help clear things up for the player.
by Stringweasel
Wed Jul 08, 2026 4:52 pm
Forum: Ideas and Suggestions
Topic: Directional pipe placement
Replies: 10
Views: 5927

Re: Directional pipe placement

ssilk wrote: Mon Jul 12, 2021 10:14 pm
eradicator wrote: Sun Jul 11, 2021 1:07 pm These *should* be the same, but aren't.
Image
Obviously they are not the same and will never be. ;)

Nothing should, all could. 8-)
Never say never :P
by Stringweasel
Wed Jul 08, 2026 5:46 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: 4768

Re: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"

+1

Every time I want to add a pin I forgot what button to press. Even after pressing buttons I would expect does nothing, so I give up. O don't know how to create a pin now even.

A button by the minimap would be amazing, and exactly where expected
by Stringweasel
Sun Jul 05, 2026 8:27 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] Less strick clamping on simulation zoom
Replies: 1
Views: 637

[Klonan] Less strick clamping on simulation zoom

It seems that currently all simulations (tips-and-tricks, and menu-simulations) have their zooms capped. Meaning you cannot zoom out as far. I'm not sure what was the case in Factorio 2.0, but I remember in Factorio 1.1 there was seemingly no cap.

I assume the cap is in place for different reasons ...
by Stringweasel
Fri Jun 26, 2026 11:08 am
Forum: Ideas and Suggestions
Topic: Common circuit network option for all belts
Replies: 4
Views: 335

Re: Common circuit network option for all belts

+1

This would be awesome. Many times I've that this would be the intuitive behaviour, since the belts are all connected now.
by Stringweasel
Fri Jun 26, 2026 7:50 am
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 38
Views: 14361

Re: Experimental Biter expansion is kind of broken

Klonan wrote: Thu Jun 25, 2026 6:46 pm There is the hard limit, that they won't try to expand to a chunk with any player buildings
So some form of victory poles are still possible? :D You just need a lot more victory poles
by Stringweasel
Sun Jun 21, 2026 10:32 am
Forum: Ideas and Suggestions
Topic: make item ghosts that are "on route" more obvious
Replies: 2
Views: 258

Re: make item ghosts that are "on route" more obvious

+1

I can only tell they're on route if it's to a unscheduled one, cause then I can see the contrast difference.

An alternative solution would to have a extra tooltip field "Scheduled for build" or something. This is the better option IMO, since it's always clear.
by Stringweasel
Wed Jun 03, 2026 4:05 pm
Forum: Modding help
Topic: Attaching relative gui to train (locomotive) GUI
Replies: 1
Views: 299

Re: Attaching relative gui to train (locomotive) GUI

+1

This would be really useful for Space Exploration. Currently we need to place a floating GUI at the right pixel location, including accomodating for the schedule GUI being wider sometimes.
by Stringweasel
Tue Jun 02, 2026 8:24 pm
Forum: Gameplay Help
Topic: SE - Assigning train stops with the space elevator?
Replies: 2
Views: 728

Re: SE - Assigning train stops with the space elevator?

There should be a little window with a search bar next to the schedule window. Pretty sure there you can type the zone name, and it will show you all stops on that zone.
by Stringweasel
Tue May 19, 2026 11:49 am
Forum: Ideas and Suggestions
Topic: Control behavior GUIs: Clicking inactive elements should activate them, when possible
Replies: 6
Views: 1624

Re: Control behavior GUIs: Clicking inactive elements should activate them, when possible

+1

I've lost count about the amount of times I've clicked on an inserters filter only to realize it's not enabled yet.
by Stringweasel
Tue Jan 13, 2026 2:08 pm
Forum: Modding interface requests
Topic: [2.0] Non-consumption Inputs
Replies: 4
Views: 2603

Re: [2.0] Non-consumption Inputs

Can't you just reduce the amount of ingredients required? Basically, what's the difference between:

Code: Select all

{     inputs = { "catalyst" = 10, ignored_by_consumption=true},
      outputs = { "catalyst" = 5}  }
and

Code: Select all

{     inputs = { "catalyst" = 5},
      outputs = {  } }
by Stringweasel
Wed Nov 05, 2025 7:12 am
Forum: Ideas and Requests For Mods
Topic: "Realistic electrical distribution"
Replies: 7
Views: 1787

Re: "Realistic electrical distribution"

This is a cool idea! A little tricky to implement though because the way electricity works is not very moddable through the API.

I did write this article a while ago that includes some older mods that did similar things. Some info is a little outdated due to 2.0 release, but most of it is still ...

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