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 ...
Search found 89 matches
- 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
- 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! 
- 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 ...
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 ...
- 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. 
- 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!
My Factorio save folder is under 18 GB!
- Wed Jun 24, 2026 9:43 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 188
- Views: 95262
- 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 requestβwhile 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 ...
If a moderator feels this ...
- 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 ...
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 ...
- 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. π§‘
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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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!
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!
- Fri Feb 09, 2024 4:05 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 122
- Views: 68494
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 ...
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 ...
- 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 ...
For example, as a mod developer for 2.0, will I need to check the game ...
- 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 ...
- 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! π
Also love all of the ideas. And an extra plus one to some clocks, maybe a mode of the constant combinator, that can tell:
β surface/planet time of day (in ticks)
β total game time (in ticks) (to allow sync between planets/surfaces/spaceships)
β daylight sensor for current ...
Also love all of the ideas. And an extra plus one to some clocks, maybe a mode of the constant combinator, that can tell:
β surface/planet time of day (in ticks)
β total game time (in ticks) (to allow sync between planets/surfaces/spaceships)
β daylight sensor for current ...
- 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. π€
Out of curiosity (I know it isn't likely to change the ...
Out of curiosity (I know it isn't likely to change the ...
- 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! 