Search found 1454 matches

by robot256
Fri Aug 14, 2026 12:44 pm
Forum: Modding interface requests
Topic: Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
Replies: 4
Views: 423

Re: Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback

+1

For the Cargo Ships Oil Rig sub-entities, I ended up making it rotatable (so blueprints work) and have a script that immediately un-rotates it. This suggestion would add options for how to handle cars like this.
by robot256
Wed Aug 12, 2026 4:22 am
Forum: Not a bug
Topic: [2.1.12] Parameters are replaced as the same value even if they are different, if they have the same default value
Replies: 6
Views: 577

Re: [2.1.12] Parameters are replaced as the same value even if they are different, if they have the same default value

Here are the Suggestions threads to reference:

Main thread on parameter merging: https://forums.factorio.com/viewtopic.php?t=129487
Other threads that mention parameter merging:
https://forums.factorio.com/viewtopic.php?t=131657
https://forums.factorio.com/viewtopic.php?t=128745
https://forums ...
by robot256
Wed Aug 12, 2026 4:12 am
Forum: Implemented Suggestions
Topic: Parameters for blueprints
Replies: 4
Views: 3061

Re: Parameters for blueprints

This is a very old thread that probably counts as "implemented" at this point!
by robot256
Mon Aug 10, 2026 11:50 pm
Forum: Ideas and Suggestions
Topic: Copy Train Interupts
Replies: 4
Views: 199

Re: Copy Train Interupts

Previous threads with the same suggestion (ignoring the ones that want to copy/reassign individual records in a schedule/interrupt segment)

https://forums.factorio.com/viewtopic.php?p=627132 (another thread was already merged into this one)
https://forums.factorio.com/viewtopic.php?p=673986 (I ...
by robot256
Mon Aug 10, 2026 10:35 pm
Forum: Ideas and Suggestions
Topic: Copy Train Interupts
Replies: 4
Views: 199

Re: Copy Train Interupts

+1.

As a user interface design aspect, is there a compelling reason to *prevent* the user from making a copy of an interrupt so they can e.g. change the name and quantity of the fuel? (Because the fuel wildcard is useless when fuel items have different stack sizes.)

Other semi-hidden global lists ...
by robot256
Thu Aug 06, 2026 7:49 pm
Forum: Not a bug
Topic: [2.1.13] "Any request not satisfied" condition only cares about requests for the current planet
Replies: 5
Views: 444

Re: [2.1.13] "Any request not satisfied" condition only cares about requests for the current planet

Wouldnit be correct summarize like this? This report is basically a suggestion that those entries be reworded as "All/Any *active* request not/satisfied". Active meaning any request that is not grayed out at the present space location. This is what was implied and could easily be made explicit.
by robot256
Thu Aug 06, 2026 4:07 pm
Forum: Gameplay Help
Topic: Why isn't this circuit setup working?
Replies: 3
Views: 491

Re: Why isn't this circuit setup working?



When your inserters pick up ingredients to supply the foundries, the item isn't on the belt any more, so it isn't counted any more, so the recipe is detected as having not enough ingredients any more, so it is not set as recipe any more.

This is a frequent design error. There are usually 2 ...
by robot256
Wed Aug 05, 2026 1:54 pm
Forum: Not a bug
Topic: [2.1.12] "Read pipeline contents" circuit connection does not read the content of pumps feeding into pipeline
Replies: 4
Views: 447

Re: [2.1.12] "Read pipeline contents" circuit connection does not read the content of pumps feeding into pipeline

Even if it had worked like you expected, it would still overshoot by 0-20 units of fluid every time. The pump only checks the circuit condition once per tick and moves up to 20 units of fluid per tick ((1200/sec) / (60 ticks/sec)). Sushi pipes only work when you have circuit-controlled filtered ...
by robot256
Tue Aug 04, 2026 7:46 pm
Forum: Ideas and Suggestions
Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
Replies: 11
Views: 888

Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped

+1

Furthermore, changing from a static priority function to a dynamic one would involve adding a boolean memory value to every inserter and making it save-load consistent to avoid desyncs. It's not impossible, but it's not simpler than a GUI change. Even then, it's not a guarantee of perfectly even ...
by robot256
Tue Aug 04, 2026 3:57 pm
Forum: Ideas and Suggestions
Topic: Mod playlists
Replies: 6
Views: 465

Re: Mod playlists


Go to the Load Game menu and click the save file.Click the Sync mods with save button in the top-right corner of the menu.The game will automatically match your mods to that save


Don't forget the part that actually solves OPs problem: uncheck "Load save after restart" in the sync mods dialog ...
by robot256
Thu Jul 30, 2026 8:39 pm
Forum: Minor issues
Topic: [2.0.16] Upgrade planner incorrectly supports captive biter spawner
Replies: 4
Views: 1610

Re: [2.0.16] Upgrade planner incorrectly supports captive biter spawner

This thread might explain why I found hidden items/entities that appeared in the "to" field but not in the "from" field. I ended up making them not hidden so that they would appear on both sides.
by robot256
Thu Jul 30, 2026 6:17 pm
Forum: Ideas and Suggestions
Topic: [2.1] Planets "steal" items from platforms that import them from other platforms
Replies: 2
Views: 408

Re: [2.1] Planets "steal" items from platforms that import them from other platforms

In a discussion thread, I raised the idea of having separate minimum *and* maximum values for both planet and platform transfers. That way, you could set the "planet supply threshold" to be higher than the "platform supply threshold", and the difference would always be reserved to supply platforms ...
by robot256
Wed Jul 29, 2026 12:11 pm
Forum: Modding help
Topic: Settings defaults for older versions
Replies: 3
Views: 314

Re: Settings defaults for older versions

The default value of the setting is set during the settings stage and the recipe ratio is set during the data stage. Both are completed before the game loads to menu and cannot be changed automatically based on what save file is subsequently loaded.

The best you can do is a warning message that ...
by robot256
Tue Jul 28, 2026 8:55 pm
Forum: Ideas and Suggestions
Topic: Suggestion to add a remaping mode for combinators
Replies: 4
Views: 501

Re: Suggestion to add a remaping mode for combinators

I think the comparison to quality transfer mode is not quite accurate, because remap mode would require manual entry of each input and output signal (basically the same number of clicks as to configure separate arithmetic combinators). Quality transfer mode can remap all signals with one user ...
by robot256
Tue Jul 28, 2026 3:50 pm
Forum: Ideas and Suggestions
Topic: Deconstruction planner - new filter option for mined out miners
Replies: 7
Views: 2067

Re: Deconstruction planner - new filter option for mined out miners

FWIW, I am the maintainer of AutoDeconstruct and know that not everyone likes it as a concept.

Asking for a vanilla feature is a valid request, and it's also valid for the devs to judge the popularity of a request by how many downloads the mod inplementing it has.

The other deconstruction planner ...
by robot256
Mon Jul 27, 2026 8:00 pm
Forum: Ideas and Suggestions
Topic: Suggestion to add a remaping mode for combinators
Replies: 4
Views: 501

Re: Suggestion to add a remaping mode for combinators

This is a cool idea and your mock-up is very helpful. It seems like one of the functions would be to add multiple signals together into one output. For example, your mock-up could be made now with three arithmetic combinators that add each pair of signals into the three output signals. Is that a ...
by robot256
Mon Jul 27, 2026 6:20 pm
Forum: Implemented Suggestions
Topic: Allow more filters in deconstruction planners
Replies: 7
Views: 2276

Re: Allow more filters in deconstruction planners



The deconstruction planner supports up to 1000 filters in 2.1.


I can remove items on the ground but I can't remove empty drills
Can you add a filter to remove empty mining drills? In 2.0, an empty indicator was added. It would be logical to automate deconstruction using the deconstruction ...

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