Search found 89 matches

by kizrak
Thu Jun 25, 2026 11:59 pm
Forum: Ideas and Suggestions
Topic: Categorize the "Unfulfilled Requests" Tooltip based on network/bot status
Replies: 2
Views: 278

Re: Categorize the "Unfulfilled Requests" Tooltip based on network/bot status

Bumping this with a refined design intent.

After thinking more deeply about the underlying math of the logistics system, I want to clarify the exact goal of this UX change for anyone looking to implement it.

The original pitch focused on "bot bottlenecks" versus "missing items." However ...
by kizrak
Thu Jun 25, 2026 11:03 pm
Forum: Ideas and Suggestions
Topic: Ghost rails lack train placement previews
Replies: 2
Views: 135

Re: Ghost rails lack train placement previews

+1 to making ghosting and blueprints UX first class! πŸ₯‡
by kizrak
Thu Jun 25, 2026 10:57 pm
Forum: Ideas and Suggestions
Topic: Pick armor first when recovering corpse
Replies: 3
Views: 181

Re: Pick armor first when recovering corpse

Given the option between the items on my corpse, and the items on my freshly-printed-body, I'm almost always going to prefer the items on my corpse.
If the game supported that by auto-dropping items on my fresh-print to make room for my corpse inventory, that would be a QOL improvement from my ...
by kizrak
Thu Jun 25, 2026 10:50 pm
Forum: Ideas and Suggestions
Topic: Show total amount of items near cursor instead of stack size
Replies: 3
Views: 185

Re: Show total amount of items near cursor instead of stack size

+1, especially the "507 (100)" or maybe a "507 / 100" form. πŸ‘
by kizrak
Thu Jun 25, 2026 10:47 pm
Forum: Ideas and Suggestions
Topic: Option to prevent autosaving when in combat
Replies: 1
Views: 121

Re: Option to prevent autosaving when in combat

+1, or... just put your auto-save count limit to 99. 🀣

My Factorio save folder is under 18 GB! πŸ’Ύ
by kizrak
Wed Jun 24, 2026 9:43 am
Forum: Releases
Topic: Version 2.1.7
Replies: 188
Views: 95290

Re: Version 2.1.7

🧑
by kizrak
Sat May 30, 2026 6:42 pm
Forum: Ideas and Suggestions
Topic: [UI] Filter and Highlight Valid Fuels for Vehicles/Burners
Replies: 1
Views: 239

Re: [UI] Filter and Highlight Valid Fuels for Vehicles/Burners

I'm not entirely sure if this should be a separate feature requestβ€”while the core UX philosophy is identical ( "If an item cannot be used in a given interface/interaction, don't show it" ), the underlying code for these different entities might be completely separate.
If a moderator feels this ...
by kizrak
Sat May 30, 2026 6:10 pm
Forum: Ideas and Suggestions
Topic: [UI] Filter and Highlight Valid Fuels for Vehicles/Burners
Replies: 1
Views: 239

[UI] Filter and Highlight Valid Fuels for Vehicles/Burners

TL;DR
When opening a vehicle or burner's fuel tab, filter the ghost-selection grid (or highlight the engineer's physical inventory) to only show valid fuels, and apply a red background to requested fuels missing from the network.

What?
I suggest improving the UI when interacting with fuel slots ...
by kizrak
Sat May 30, 2026 5:31 pm
Forum: Ideas and Suggestions
Topic: Allow things permissible by remote view when out of reach
Replies: 17
Views: 4514

Re: Allow things permissible by remote view when out of reach

+1 to the original concept. 🧑

I understand the pushback regarding the "input mismatch" (where left-clicking an item in normal view picks it up, but in remote view, it trashes it). A totally-silent transition to remote view would definitely be dangerous.
However, we can solve this by making the UX ...
by kizrak
Sat May 30, 2026 2:08 pm
Forum: Ideas and Suggestions
Topic: Categorize the "Unfulfilled Requests" Tooltip based on network/bot status
Replies: 2
Views: 278

Categorize the "Unfulfilled Requests" Tooltip based on network/bot status

TL;DR

Split the "Unfulfilled requests" tooltip into three categories (Incoming, Waiting for Bots, and Missing from Network) so players can instantly diagnose logistics bottlenecks.

What?

I suggest splitting or categorizing the items listed in the "Unfulfilled requests" tooltip into three ...
by kizrak
Sat Nov 01, 2025 4:40 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 28
Views: 29013

Re: Version 2.0.72


Changes

Decider combinator, arithmetic combinator and selector combinator are now primary energy consumers and have buffer increased to make them more reliable in case of low power.



How much was the change?



I'm not seeing the buffer values in 5ab7a49559f59edb3527c52166055d00d8b7a92a ...
by kizrak
Wed Oct 22, 2025 6:27 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 28
Views: 29013

Re: Version 2.0.72

How much were the buffer sizes increased? What were they before and now?

Decider combinator, arithmetic combinator and selector combinator are now primary energy consumers and have buffer size increased to make them more reliable in case of low power.

I'm not seeing the buffer values in ...
by kizrak
Fri Nov 22, 2024 3:48 am
Forum: Implemented Suggestions
Topic: [Wish] Added delay before switching over to another location's music in remote view
Replies: 13
Views: 10770

Re: [Wish] Added delay before switching over to another location's music in remote view

I'd really like the behavior to be keep playing the current song/music until that song finishes, then pick the next song based on my current (remote view) location.

I never want a song to cut off early but I also want to be able to experience all of the songs without having to make any manual ...
by kizrak
Fri Nov 08, 2024 1:42 am
Forum: Modding interface requests
Topic: Event request: on_player_cursor_ghost_changed
Replies: 3
Views: 2510

Re: Event request: on_player_cursor_ghost_changed

I'm updating one of my mods for SA 2.0 and I was wondering if this maybe got implemented?

Thanks! 🧑

UPDATE:
So it maybe seems like the `on_player_cursor_stack_changed` event also triggers when a the ghost on the cursor changes. Could use better documentation, but works!
by kizrak
Fri Feb 09, 2024 4:05 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 122
Views: 68496

Re: Friday Facts #397 - Factoriopedia

So happy reading about Factoriopedia!

One suggestion, which you may have already considered, having bi-directional links between relevant Factoriopedia sections and "tips and tricks" pages. For example, the "tips and tricks" for power poles, or trains, or liquids might link to the Factoriopedia ...
by kizrak
Fri Jan 19, 2024 3:40 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 71201

Re: Friday Facts #394 - Assembler flipping and circuit control

As a mod developer, this FF got me thinking. So it would make sense that 1.0 mods would not be forward compatible with 2.0, but will 2.0 mods be 1.0 compatible? Will it be possible to make 2.0 mods that also "just work" for 1.0?

For example, as a mod developer for 2.0, will I need to check the game ...
by kizrak
Fri Jan 12, 2024 7:56 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 139120

Re: Friday Facts #393 - Putting things on top of other things


I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game ...
by kizrak
Fri Nov 10, 2023 5:36 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 176937

Re: Friday Facts #384 - Combinators 2.0

Super awesome FFF! πŸš€

Also love all of the ideas. And an extra plus one to some clocks, maybe a mode of the constant combinator, that can tell:
● surface/planet time of day (in ticks)
● total game time (in ticks) (to allow sync between planets/surfaces/spaceships)
● daylight sensor for current ...
by kizrak
Wed Dec 02, 2020 12:18 am
Forum: Ideas and Suggestions
Topic: Option to make server wait for slowest client
Replies: 34
Views: 24872

Re: Option to make server wait for slowest client

Maybe this could be regulated via some type of permission (if anti-griefing is desired). The server could yield to users/clients with a permission, but not others. I'm not sure if this, or probably technical limitations make this prohibitive. πŸ€”

Out of curiosity (I know it isn't likely to change the ...
by kizrak
Sun Nov 29, 2020 9:45 pm
Forum: Not a bug
Topic: Modding: Errormsg on storage-chests
Replies: 4
Views: 2362

Re: Modding: Errormsg on storage-chests

Thank you! πŸš€

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