Big plus one from me.
Related: 134059
Search found 497 matches
- Fri Aug 21, 2026 6:56 am
- Forum: Ideas and Suggestions
- Topic: Add a tooltip on blueprint ghosts to differentiate between unsatisfied ghosts
- Replies: 2
- Views: 117
- 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
- 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.
- Tue Aug 11, 2026 6:41 am
- Forum: Ideas and Suggestions
- Topic: Add "pin" button for Cars and Tanks
- Replies: 3
- Views: 340
- 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 ...
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 ...
- 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.
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.
- 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.
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.
- Wed Jul 08, 2026 4:52 pm
- Forum: Ideas and Suggestions
- Topic: Directional pipe placement
- Replies: 10
- Views: 5927
Re: Directional pipe placement
Never say neverssilk wrote: Mon Jul 12, 2021 10:14 pmObviously they are not the same and will never be.![]()
Nothing should, all could.![]()
- 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
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
- 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 ...
I assume the cap is in place for different reasons ...
- 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.
This would be awesome. Many times I've that this would be the intuitive behaviour, since the belts are all connected now.
- 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
So some form of victory poles are still possible?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
- 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.
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.
- 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.
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.
- 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.
- 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.
I've lost count about the amount of times I've clicked on an inserters filter only to realize it's not enabled yet.
- Thu Apr 30, 2026 8:26 pm
- Forum: Modding help
- Topic: factoriopedia_description does not show up in game
- Replies: 2
- Views: 428
Re: factoriopedia_description does not show up in game
Maybe related to 127266?
- Wed Apr 08, 2026 7:36 am
- Forum: Modding interface requests
- Topic: Allow add_custom_alert to take a SpritePath instead of a SignalID
- Replies: 1
- Views: 446
Re: Allow add_custom_alert to take a SpritePath instead of a SignalID
+1
Ran into this many times before too.
Ran into this many times before too.
- 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:
and
Code: Select all
{ inputs = { "catalyst" = 10, ignored_by_consumption=true},
outputs = { "catalyst" = 5} }
Code: Select all
{ inputs = { "catalyst" = 5},
outputs = { } }
- 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 ...
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 ...