I understand that logic but it still seems inconsistent:
-If I deconstruct landfill, why does it only remove ghosts and not built items?
-Per my last point from my first post - why do the ghosts get removed and not the landfill?
Search found 70 matches
- Sat Feb 07, 2026 3:35 pm
- Forum: Not a bug
- Topic: Inconsistent behaviour of landfill removal with ghosts
- Replies: 2
- Views: 104
- Sat Feb 07, 2026 8:30 am
- Forum: Not a bug
- Topic: Inconsistent behaviour of landfill removal with ghosts
- Replies: 2
- Views: 104
Inconsistent behaviour of landfill removal with ghosts
If I ghost add an item onto water, then bulk remove landfill in the area before anything is built, the ghost and landfill are removed.
If I ghost add an item onto already filled landfill, and then bulk remove landfill in the area before the ghost is built, the ghost and landfill are not removed ...
If I ghost add an item onto already filled landfill, and then bulk remove landfill in the area before the ghost is built, the ghost and landfill are not removed ...
- Sat Feb 07, 2026 8:14 am
- Forum: Bug Reports
- Topic: Adding Blacklist item in deconstruction planner sets tiles to never
- Replies: 0
- Views: 298
Adding Blacklist item in deconstruction planner sets tiles to never
I can understand why adding a Whitelist item would set the tile filter to never, but Blacklist is a specific set to exclude - If I don't exclude tiles, then logically I don't expect it to exclude them for me - but every time an item is added, I have to reset the tile filter back to Normal.
Even if ...
Even if ...
- Fri Feb 06, 2026 10:27 pm
- Forum: Bug Reports
- Topic: [2.0.73] X marks from right clicking ingredients after recipe change disappear when re-loading machine view
- Replies: 0
- Views: 256
[2.0.73] X marks from right clicking ingredients after recipe change disappear when re-loading machine view
When using filtered inserters and hence having to mark old ingredients for bot removal upon recipe change in assembling machines, the ingredients are marked with a red X correctly.
When closing the viewport of that machine and then going back into it, the red X is no longer visible. If you right ...
When closing the viewport of that machine and then going back into it, the red X is no longer visible. If you right ...
- Thu Feb 05, 2026 6:32 pm
- Forum: General discussion
- Topic: Blueprint book (Rare) ... :/
- Replies: 3
- Views: 208
Blueprint book (Rare) ... :/
I *maybe* see the point in recycling blueprint books in a very very very niche case - people too lazy to click the delete button and want to automate it...
But why oh why can it be given a quality upgrade?
But why oh why can it be given a quality upgrade?
- Tue Feb 03, 2026 3:48 pm
- Forum: Fixed for 2.1
- Topic: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
- Replies: 6
- Views: 417
Re: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
Rseding91 wrote: Tue Feb 03, 2026 3:34 pmThat's what I was testing yesterday and it seems to work. If no issues are found the fix will be in 2.1.reduke wrote: Tue Feb 03, 2026 11:00 am Would it be feasible for a key-up event to temporarily store the location it was recorded at for use further down the line?
That's great to hear, thanks!
- Tue Feb 03, 2026 11:00 am
- Forum: Fixed for 2.1
- Topic: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
- Replies: 6
- Views: 417
Re: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
Would it be feasible for a key-up event to temporarily store the location it was recorded at for use further down the line?
- Mon Feb 02, 2026 4:26 pm
- Forum: Fixed for 2.1
- Topic: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
- Replies: 6
- Views: 417
[Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
Running around 30 UPS I am noticing a really annoying bug with copying.
When selecting an area to copy (say from x=0,y=0 to x=100,y=100), upon releasing the mouse cursor at x=100,y=100, the copying process itself will induce some lag, especially if more than a few items are selected.
If the mouse ...
When selecting an area to copy (say from x=0,y=0 to x=100,y=100), upon releasing the mouse cursor at x=100,y=100, the copying process itself will induce some lag, especially if more than a few items are selected.
If the mouse ...
- Mon Feb 02, 2026 3:59 pm
- Forum: Ideas and Suggestions
- Topic: Logistics groups need a lock or a delete warning.
- Replies: 4
- Views: 738
Re: Logistics groups need a lock or a delete warning.
Indeed, it is the accidental removal from the selection list dialogue that is the massive problem. Having to individually re-assign thousands of chests to a newly re-created group is a laborious and on-going task.
I found out today that I had deleted my station fuelling group, and I had no idea it ...
I found out today that I had deleted my station fuelling group, and I had no idea it ...
- Mon Feb 02, 2026 10:39 am
- Forum: Ideas and Suggestions
- Topic: Logistics groups need a lock or a delete warning.
- Replies: 4
- Views: 738
Re: Logistics groups need a lock or a delete warning.
This!
Oh gosh-darnit - a thousand times, *this*!!
Oh gosh-darnit - a thousand times, *this*!!
- Sat Jan 31, 2026 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Set Quality filter from circuit signal - including from Constant combinator output
- Replies: 0
- Views: 162
Set Quality filter from circuit signal - including from Constant combinator output
As per title, when setting Quality filters on Selector combinators, it would be very helpful to be able to set the quality criteria based on circuit inputs, especially from a Constant combinator - which at present isn't even able to output just a quality on its own.
Use case: Setting multiple ...
Use case: Setting multiple ...
- Sat Jan 31, 2026 1:30 pm
- Forum: Show your Creations
- Topic: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
- Replies: 4
- Views: 519
Re: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
Ok, it ain't pretty, but it works and very nearly does what I wanted it to ... although it breaks automatic cleanup on recipe change...
The 2 (not 1! :'( ) selectors on the bottom of the far left both need to be set to the same quality - whatever maximum quality you want to discard. (In theory you ...
The 2 (not 1! :'( ) selectors on the bottom of the far left both need to be set to the same quality - whatever maximum quality you want to discard. (In theory you ...
- Sat Jan 31, 2026 10:48 am
- Forum: Show your Creations
- Topic: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
- Replies: 4
- Views: 519
Re: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
New version - more compact, 7 ingredients, almost* non-blocking on recipe change (although watch our for recycling epic ingredients...!)
Ingredient multiplier can be selected from bottom right arithmetic combinator to adjust for source item range.
Still to do: one click quality selection to ...
Ingredient multiplier can be selected from bottom right arithmetic combinator to adjust for source item range.
Still to do: one click quality selection to ...
- Thu Jan 29, 2026 10:33 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Change Lights on Moduled Beacons to be respective of their quality color for easier identification
- Replies: 1
- Views: 442
Re: Suggestion: Change Lights on Moduled Beacons to be respective of their quality color for easier identification
I fully support something along these lines - any sort of visual indication would be very welcome!
Thanks for the suggestion.
Thanks for the suggestion.
- Thu Jan 29, 2026 10:21 pm
- Forum: Show your Creations
- Topic: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
- Replies: 4
- Views: 519
Re: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
Update blueprint without my silly wiring error! (can you spot the problem?)
0eNrdXetu47gOfhf/dhaWrOtgz3mRRRGkiTo1NomzttMzxaLvfiTZSdyO1EhkOjMdoEAtX/hRpESRoqT8W9xvj+bQNfuh+PJv0azbfV98+evfom++7ldbd2+/2pniS2G+HTrT94uhW+37Q9sNi3uzHYqXsmj2G/Ot+EJeysBnq743u/tts ...
0eNrdXetu47gOfhf/dhaWrOtgz3mRRRGkiTo1NomzttMzxaLvfiTZSdyO1EhkOjMdoEAtX/hRpESRoqT8W9xvj+bQNfuh+PJv0azbfV98+evfom++7ldbd2+/2pniS2G+HTrT94uhW+37Q9sNi3uzHYqXsmj2G/Ot+EJeysBnq743u/tts ...
- Thu Jan 29, 2026 7:53 pm
- Forum: Show your Creations
- Topic: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
- Replies: 4
- Views: 519
Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
Don't ask me why I did 6 instead of 5 or 7, but anyway...
Factorio 2 non space age - with Quality mod.
Just set the recipe with the constant combinator.
Only thing to change is make a second copy for intermediate products with best ratio of productivity/quality modules.
Lane at the top is for ...
Factorio 2 non space age - with Quality mod.
Just set the recipe with the constant combinator.
Only thing to change is make a second copy for intermediate products with best ratio of productivity/quality modules.
Lane at the top is for ...
- Tue Jan 27, 2026 12:49 pm
- Forum: Ideas and Suggestions
- Topic: Spiltter soft vs hard filters, and no item wildcard
- Replies: 4
- Views: 335
Re: Spiltter soft vs hard filters, and no item wildcard
Use case for soft filters:
Multiple parallel sushi belts, with one exit for red circuits.
At present, you need separate filtered splitters for each sushi lane, merging the red filtered outputs after the exit.
With soft filters, each lane can send red circuits towards the exit without blocking ...
Multiple parallel sushi belts, with one exit for red circuits.
At present, you need separate filtered splitters for each sushi lane, merging the red filtered outputs after the exit.
With soft filters, each lane can send red circuits towards the exit without blocking ...
- Mon Jan 26, 2026 9:04 am
- Forum: Outdated/Not implemented
- Topic: Trains should never stop on a sixpence, and other related suggestions
- Replies: 1
- Views: 200
Trains should never stop on a sixpence, and other related suggestions
Apologies for the stream of consciousness here, just got all these related thoughts floating round in my head...
As per the subject, trains stopping on a sixpence is immersion breaking and shouldn't normally happen. The only circumstances where it does should cause damage - end of track should be ...
As per the subject, trains stopping on a sixpence is immersion breaking and shouldn't normally happen. The only circumstances where it does should cause damage - end of track should be ...
- Sun Jan 25, 2026 11:07 pm
- Forum: Ideas and Suggestions
- Topic: Switching from "All (merged)" to "All (separate)" should highlight all different qualities rather than just base
- Replies: 0
- Views: 126
Switching from "All (merged)" to "All (separate)" should highlight all different qualities rather than just base
When choosing a building in Electric network info or Production Stats when "All (merged)" is selected and then switching to "All (separate)", only the normal quality building shows selected.
It would make much more sense to me to have all of the different qualities of the buildings previously ...
It would make much more sense to me to have all of the different qualities of the buildings previously ...
- Sun Jan 25, 2026 4:01 pm
- Forum: Technical Help
- Topic: [Latest stable] "The scenario level caused a non-recoverable error" Factoriopedia - "Quality factoriopedia"
- Replies: 3
- Views: 249
Re: [Latest stable] "The scenario level caused a non-recoverable error" Factoriopedia - "Quality factoriopedia"
Thanks for the explanation.
I would consider it as a bug as changing key bindings shouldn't result in an error in my opinion.
I would suggest the fix for this to be that the tip should present your current bindings, while the in-window behaviour should show what the makers intended, irrespective ...
I would consider it as a bug as changing key bindings shouldn't result in an error in my opinion.
I would suggest the fix for this to be that the tip should present your current bindings, while the in-window behaviour should show what the makers intended, irrespective ...