TL;DR:
Allow us to see the lightning protection coverage granted by lightning collectors/rods/etc at all times IF you are standing outside of the coverage.
Why?:
From a new player's perspective, the player might not outright know what the icon over your character's body means when they first land ...
Search found 15 matches
- Fri Nov 22, 2024 1:39 am
- Forum: Ideas and Suggestions
- Topic: [Fulgora] Show the lightning protection coverage when your character is outside of the range
- Replies: 0
- Views: 281
- Fri Nov 22, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: Move ghosts creating landfill and exploding cliffs to the "super ghost" feature
- Replies: 0
- Views: 204
Move ghosts creating landfill and exploding cliffs to the "super ghost" feature
TL;DR:
Make it so when I shift-click to make ghosts, it does not create a request to place landfill or explode cliffs. This function should be a ctrl+shift+click feature instead.
Why?:
Before 2.0, I would shift click when placing blueprints for turret walls and placing landmines so the blueprint ...
Make it so when I shift-click to make ghosts, it does not create a request to place landfill or explode cliffs. This function should be a ctrl+shift+click feature instead.
Why?:
Before 2.0, I would shift click when placing blueprints for turret walls and placing landmines so the blueprint ...
- Sat Nov 09, 2024 9:36 pm
- Forum: Not a bug
- Topic: automated space shipments deleting items if hub inventory fills up while rocket is being sent
- Replies: 2
- Views: 394
automated space shipments deleting items if hub inventory fills up while rocket is being sent
game version: 2.0.15
chain of events:
- send my ship to vulcanus with a request for 500 calcite
- ship flies to volcanus and arrives
- volcanus bots load calcite into silo
- ship clears enough space to hold the calcite
- silo sends rocket up
- ship fills up again because its still processing ...
chain of events:
- send my ship to vulcanus with a request for 500 calcite
- ship flies to volcanus and arrives
- volcanus bots load calcite into silo
- ship clears enough space to hold the calcite
- silo sends rocket up
- ship fills up again because its still processing ...
- Mon Nov 04, 2024 12:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
- Replies: 41
- Views: 39981
Re: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
I have this issue too. Tried moving it, made sure its not nowhere near a chunk border, its collection range isn't overlapping with any others, theres plenty of solar power, theres an inserter pulling from it...idk whats happening. Attaching my save, its the collector on the bottom-left side of the ...
- Tue Oct 22, 2024 3:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.7] Minor typo in Solar System Edge description
- Replies: 1
- Views: 454
[Rseding91] [2.0.7] Minor typo in Solar System Edge description
I know it's more of a small nitpick and less of a bug, but still worth pointing out to be promptly placed on the bottom of the low priority list 
Solar System Edge description: change "relative safety the crash landing site" to "relative safety of the crash landing site"

Solar System Edge description: change "relative safety the crash landing site" to "relative safety of the crash landing site"
- Fri Aug 09, 2024 6:29 pm
- Forum: News
- Topic: Friday Facts #423 - Research info tooltip & Online players GUI
- Replies: 64
- Views: 16613
Re: Friday Facts #423 - Research info tooltip & Online players GUI
while these are good additions, a simple yet useful addition to the game seems to have been avoided here: let us turn off notifications for walls being destroyed. just walls. nothing else. ive become so desensitized to the "entity was destroyed" alert sound that i dont even notice it half the time.
- Wed Mar 13, 2024 8:45 pm
- Forum: Implemented in 2.0
- Topic: Auto-trash everything not requested
- Replies: 3
- Views: 1051
Re: Auto-trash everything not requested
Ah I must have missed that part of that FFF. Glad to hear it is being added

- Wed Mar 13, 2024 9:54 am
- Forum: Implemented in 2.0
- Topic: Auto-trash everything not requested
- Replies: 3
- Views: 1051
Auto-trash everything not requested
TL;DR
Add a checkbox in the logistics request tab of a player/spider that auto-trashes everything not being requested.
What ?
With this checkbox checked, if I am requesting (for instance) power poles, blue belts, and rails, then picking up an inserter should automatically trash it.
Why ?
I ...
Add a checkbox in the logistics request tab of a player/spider that auto-trashes everything not being requested.
What ?
With this checkbox checked, if I am requesting (for instance) power poles, blue belts, and rails, then picking up an inserter should automatically trash it.
Why ?
I ...
- Mon Mar 04, 2024 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Keybind to access vehicle's inventory
- Replies: 0
- Views: 380
Keybind to access vehicle's inventory
TL;DR
Add a keybind to access our current vehicle's inventory
What ?
Exactly what is listed in the subject
Why ?
- There is a keybind for accessing your own inventory. There is also a button you can click to do the same thing above your armor slot. There is an equivalent button above your ...
Add a keybind to access our current vehicle's inventory
What ?
Exactly what is listed in the subject
Why ?
- There is a keybind for accessing your own inventory. There is also a button you can click to do the same thing above your armor slot. There is an equivalent button above your ...
- Thu Feb 29, 2024 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Enable/disable alerts (like structure killed by biters) in options menu
- Replies: 2
- Views: 2961
Enable/disable alerts (like structure killed by biters) in options menu
Add the ability to enable/disable the various alerts that appear to the right of your hotbar from the options menu. Alerts such as "turrets engaged with enemy" or "bots missing construction supplies".
You can currently do this via console commands (/help alerts), but this honestly should be in the ...
You can currently do this via console commands (/help alerts), but this honestly should be in the ...
- Sun Nov 22, 2020 3:29 am
- Forum: Duplicates
- Topic: [1.0.0] [Minor sound glitch] Car "startup" sound plays when it shouldnt
- Replies: 2
- Views: 1384
[1.0.0] [Minor sound glitch] Car "startup" sound plays when it shouldnt
step one: get in car
step two: go to the map. you get a muffled version of the "car idle" sound (this is normal)
step three: zoom in to satellite view (where you can actually see the factory as if you were standing there) somewhere other than where your car is. you stop hearing that sound (again ...
step two: go to the map. you get a muffled version of the "car idle" sound (this is normal)
step three: zoom in to satellite view (where you can actually see the factory as if you were standing there) somewhere other than where your car is. you stop hearing that sound (again ...
- Mon Jul 06, 2020 2:56 am
- Forum: Not a bug
- Topic: [0.18.34] Train routing not working properly when using Temporary Station
- Replies: 1
- Views: 1167
[0.18.34] Train routing not working properly when using Temporary Station
In the save I am uploading, I am sitting in a train facing a fork in the rail merging back onto the main highway. In said train, if I open the planner and ctrl-click on the track to the left side of the fork, it wants to route the train through the right side of the fork and then go all around my ...
- Sun Sep 16, 2018 9:19 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 145149
Re: Friday Facts #260 - New fluid system
So will these changes fix the fact that you practically need a pump literally every 3 pipes just to get enough fluid throughput to feed large fully beaconed setups? I'm currently designing a mega base sized oil processing factory and dealing with putting enough pumps in is just a nightmare. There's ...
- Mon May 14, 2018 6:39 am
- Forum: Tools
- Topic: Carpet Bombing Script
- Replies: 7
- Views: 8348
Re: Carpet Bombing Script
Explosions are circles, so instead of a square grid you should use a hex grid for perfect damage coverage :P. Though...as that would be zoom level dependant.. .at what zoom level should it be used?
/me waits for autohotkey port
Zoom level is accounted for. Script listens to mouse wheel so when ...
/me waits for autohotkey port
Zoom level is accounted for. Script listens to mouse wheel so when ...
- Fri Apr 27, 2018 9:32 pm
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 21950
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
Regarding the pipe changes, another great feature that would go well with this would be if while dragging underground pipes/belts, it would detect when once of the two undergrounds cannot be placed because another inject is in the way and move those two undergrounds back 1 or 2 tiles to compensate