Hi,
It was a great improvement to not need to control your mouse when building belts. It always snaps to the line when building.
Could you please do the same with all the other entities like walls, pipes, assembling machines, etc.?
Search found 16 matches
- Sat Jan 18, 2025 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Snap to the line when building
- Replies: 1
- Views: 201
- Sat Jan 18, 2025 10:04 pm
- Forum: Ideas and Suggestions
- Topic: Left and Right on the Splitter priority
- Replies: 6
- Views: 606
Re: Left and Right on the Splitter priority
Did you know that the "left bank" and "right bank" of a river refer to the sides when looking directly downstream? It's the only way to properly refer to which side of a bridge you're on when the river makes twists and turns.
Yes, I know. And that is the problem too. When I am in a new city, I ...
- Sat Jan 18, 2025 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Left and Right on the Splitter priority
- Replies: 6
- Views: 606
Re: Left and Right on the Splitter priority
No matter how a splitter is rotated the labels are always the same. That's the clue.Muche wrote: Sat Jan 18, 2025 7:51 pm What happens if you blueprint a splitter with priority to left/A, and place it rotated 90/180/270 degrees? Should the splitter's settings or GUI's labels change?
- Sat Jan 18, 2025 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Left and Right on the Splitter priority
- Replies: 6
- Views: 606
Left and Right on the Splitter priority
Hi,
It has confused me for years. The left and right sides of a splitter depend on the splitter orientation. I never select them right from the first try :)
it is ok when a splitter is oriented from bottom to top, and is the opposite when a splitter is oriented from top to bottom. In vertical ...
It has confused me for years. The left and right sides of a splitter depend on the splitter orientation. I never select them right from the first try :)
it is ok when a splitter is oriented from bottom to top, and is the opposite when a splitter is oriented from top to bottom. In vertical ...
- Fri Jan 03, 2025 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Point the player's location on the Map Generator
- Replies: 1
- Views: 201
Point the player's location on the Map Generator
That would be great to see where the exact position of the player would be (like a point/cross or any other sign) on the Map Generator
- Mon Nov 15, 2021 9:22 am
- Forum: Ideas and Suggestions
- Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
- Replies: 41
- Views: 14630
Re: [1.1.46] Wrong scheduling for trains (no round robin)
It is always over-consuming of somethingmrvn wrote: Thu Nov 11, 2021 1:13 pm 3) factorio is more tuned for over-producing than over-consuming, balancing happens when one consumer backs up and stops consuming

- Sun Nov 14, 2021 8:44 am
- Forum: Ideas and Suggestions
- Topic: [1.1.46] Show stations capacity in the "Train Overview" screen
- Replies: 4
- Views: 2075
Re: [1.1.46] Show stations capacity in the "Train Overview" screen
Sorry, don't see what the problem is with two stations on a given route?Kyralessa wrote: Fri Nov 12, 2021 9:32 am And what if a given route had more than two stations on it?
- Thu Nov 11, 2021 9:23 am
- Forum: Ideas and Suggestions
- Topic: [1.1.46] Show stations capacity in the "Train Overview" screen
- Replies: 4
- Views: 2075
Re: [1.1.46] Show stations capacity in the "Train Overview" screen
What would it display if there were a load limit, but no unload limit, or vice versa?
Right now it writes no second number if no limit exists (see "_Depot" station bellow). So it can write "[76]" for "Core Ore Load -> Core Ore Unload" or "[76/?]" or "[76/87+]" if no limits exist for any station ...
- Thu Nov 11, 2021 5:48 am
- Forum: Ideas and Suggestions
- Topic: [1.1.46] Show stations capacity in the "Train Overview" screen
- Replies: 4
- Views: 2075
[1.1.46] Show stations capacity in the "Train Overview" screen
It is good to see line (load station + unload station) capacity (load station limit + unload station limit) in the "Train Overview" screen ("Trains" tab) to be able to see if the line has the right number of trains or it is necessary more or less trains on that line (the line is underloaded or ...
- Wed Nov 10, 2021 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
- Replies: 41
- Views: 14630
Re: [1.1.46] Wrong scheduling for trains (no round robin)
Is ore from one mine any better than ore from another? Or iron plates from a smelter? What situation do you have where round-robin is better?
Please consider if you have two Red Circuits block and one Blue Circuits block as "A1" stations (Blue is on top). And station "B" is Green Circuits ...
- Wed Nov 10, 2021 9:53 am
- Forum: Ideas and Suggestions
- Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
- Replies: 41
- Views: 14630
Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
Hello,
>> What did you do?
I have several unload and load stations. I found that some trains are never moving. I created a test setup to highlight the problem.
I placed three "A1" stations and one "B" station with a limit of 1 train. I placed three trains with the same schedule: move to "A1", wait ...
>> What did you do?
I have several unload and load stations. I found that some trains are never moving. I created a test setup to highlight the problem.
I placed three "A1" stations and one "B" station with a limit of 1 train. I placed three trains with the same schedule: move to "A1", wait ...
- Sun Oct 14, 2018 6:03 am
- Forum: Ideas and Suggestions
- Topic: insert overflow parts into chest
- Replies: 33
- Views: 9392
Overloaded when cancel a build
One of the most annoying things in Factorio is dropping items around yourself when you cancel a build. There is no (or I don't know) easy way to collect dropped items.
Overload.png
It would be nice if:
1) Factorio will not allow to cancel a build if there is no free space in inventory
2 ...
Overload.png
It would be nice if:
1) Factorio will not allow to cancel a build if there is no free space in inventory
2 ...
- Tue Aug 28, 2018 6:06 am
- Forum: Ideas and Suggestions
- Topic: Mark "On the way" items
- Replies: 4
- Views: 2054
Mark "On the way" items
Hello,
usually when I am out of some items in my inventory I am going to the base (or closest roboport) and wait while robots will fill my inventory. I have no idea about the progress so I am trying to compare numbers in Logistics slots and in my inventory. It will nice to have a progress bar (like ...
usually when I am out of some items in my inventory I am going to the base (or closest roboport) and wait while robots will fill my inventory. I have no idea about the progress so I am trying to compare numbers in Logistics slots and in my inventory. It will nice to have a progress bar (like ...
- Tue Aug 28, 2018 5:50 am
- Forum: Ideas and Suggestions
- Topic: Cliff explosive rocks
- Replies: 1
- Views: 1177
Cliff explosive rocks
Hello,
Now after an explosion the exploded cliff just disappears. Should a cliff explosive leave rocks on the ground after an explosion (or even put rocks automatically to players inventory)?
Now after an explosion the exploded cliff just disappears. Should a cliff explosive leave rocks on the ground after an explosion (or even put rocks automatically to players inventory)?
- Sat Aug 18, 2018 6:38 am
- Forum: Ideas and Suggestions
- Topic: Highlight missing component
- Replies: 3
- Views: 2036
Highlight missing component
When you see that a factory doesn't work (it is difficult without the Bottleneck mod) usually you want to find what component is required to start a production. To do that you have to move mouse over production component to see the recipe popup. But the same information is already on screen so if ...
- Mon May 01, 2017 6:21 am
- Forum: Implemented Suggestions
- Topic: Color highlighting for disabled mods
- Replies: 1
- Views: 1231
Color highlighting for disabled mods
Now when you open list of installed mods (Main Menu > Mods) you see that both enabled and disabled mods looks the same in the list. So it's difficult to find a disabled mod and enable it (or disable an enabled one) if you'd like to start a game with new mods settings. I propose to highligh disabled ...