Search found 1454 matches
- Fri Aug 14, 2026 12:49 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.77] Identical production stats causing rapid flickering
- Replies: 4
- Views: 349
- 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.
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.
- 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 ...
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 ...
- 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!
- 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 ...
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 ...
- 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 ...
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 ...
- Thu Aug 06, 2026 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Make map editor lua code text-box font monospaced
- Replies: 1
- Views: 209
- 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.
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
The best you can do is a warning message that ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- Mon Jul 27, 2026 2:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Manually upgrading rolling stock with different prototype does not snap to existing entity
- Replies: 3
- Views: 498