1. temporary stop is already a quality of life feature, you want a quality life feature on top of a quality of life feature ? And that a gripes ??? damm; you are even more demanding than me
2. true, that could be a thing, infinity rss deplete to either 20% or 20% of their initial value, so 0-100 ...
Search found 401 matches
- Sat Feb 07, 2026 8:28 am
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 16
- Views: 1009
- Wed Feb 04, 2026 12:40 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 54
- Views: 5113
Re: My space age review
Rseding91 is one of the team who have the unfortunately mission to be one of the one who decide what is a bug and what is not. He is not infallible but giving enough good argument he listen . Maybe your argument was not good enough for him. Factorio get a lot of report a day. Honestly, that ...
- Tue Feb 03, 2026 5:53 am
- Forum: General discussion
- Topic: Roboport Names!
- Replies: 5
- Views: 502
Re: Roboport Names!
I hope many have my name as train station

- Tue Feb 03, 2026 5:48 am
- Forum: Not a bug
- Topic: [2.0.11] Biter Egg spoiling while over water gets biters stuck on the water
- Replies: 4
- Views: 1811
Re: [2.0.11] Biter Egg spoiling while over water gets biters stuck on the water
a bug is behavior not expected by dev/program. The expected behavior is bitter can't move and yes spawn on water. It's weird and not realist but not a bug as a software point of view.
- Sun Feb 01, 2026 10:57 am
- Forum: Balancing
- Topic: Underground Pipes should have reach increased by 1.
- Replies: 4
- Views: 620
Re: Underground Pipes should have reach increased by 1.
I think I can do it in less than 3 minutes. Joke aside, I would never add such mod, it would make all my blueprint I design potentially not work on vanilla.
I have no strong opinion about this up.
I have no strong opinion about this up.
- Sun Feb 01, 2026 5:48 am
- Forum: Ideas and Suggestions
- Topic: Add circuit set-filter to mining drill when filter_count > 0
- Replies: 3
- Views: 242
Re: Add circuit set-filter to mining drill when filter_count > 0
exactly sorry english is not my bestRseding91 wrote: Sat Jan 31, 2026 11:46 pm I moved it. Unless I misunderstood, the request is to be able to set mining drill filters from the circuit network when they allow filters?
- Sat Jan 31, 2026 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Add circuit set-filter to mining drill when filter_count > 0
- Replies: 3
- Views: 242
Re: Add circuit set-filter to mining drill when filter_count > 0
didn't I put this in viewforum.php?f=28 ? did I get moved ? That not really a idea or suggestion. Thuis that maybe my mistake I may have post it in the idea and suggestions by mistake
- Sat Jan 31, 2026 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Add circuit set-filter to mining drill when filter_count > 0
- Replies: 3
- Views: 242
Add circuit set-filter to mining drill when filter_count > 0
there is no way to use signal to config filter for mining drill when filter_count > 0 for mining drill. Usecase, automatically filter out ore we have too much on mixed ore field.
- Sat Jan 31, 2026 10:42 am
- Forum: Gameplay Help
- Topic: Insert a Processing Unit in the Rocket silo
- Replies: 19
- Views: 13218
Re: Insert a Processing Unit in the Rocket silo
The best solution is simply to off set rocket part to assembling machine, but that mod territory, https://mods.factorio.com/search?query= ... ersion=2.0 but it's mostly ups free compared to scripting. I think base game should do that.
- Sat Jan 31, 2026 10:38 am
- Forum: Ideas and Suggestions
- Topic: "From Scratch" achievement for each new planet (except Aquilo)
- Replies: 17
- Views: 1102
Re: "From Scratch" achievement for each new planet (except Aquilo)
I say nothing. I may accept armor maybe. 
- Fri Jan 30, 2026 9:44 am
- Forum: Ideas and Suggestions
- Topic: "From Scratch" achievement for each new planet (except Aquilo)
- Replies: 17
- Views: 1102
Re: "From Scratch" achievement for each new planet (except Aquilo)
and except power armor fully stuffed with gear ? And except...
- Fri Jan 30, 2026 8:37 am
- Forum: Modding interface requests
- Topic: Burner asteroid collectors
- Replies: 1
- Views: 203
Re: Burner asteroid collectors
probably because they wanted burner doesn't work in space
- Fri Jan 30, 2026 8:18 am
- Forum: General discussion
- Topic: My space age review
- Replies: 54
- Views: 5113
Re: My space age review
A programmer doesn’t talk when he’s working - Ryuunosuke AkasakaPanzerknacker wrote: Sat Dec 27, 2025 11:35 am the creator of Factorio, Kovarex has been so quiet since release, like he is barely involved with the project these days.
- Thu Jan 29, 2026 4:23 am
- Forum: Outdated/Not implemented
- Topic: Make Armor Equipment Rotatable
- Replies: 4
- Views: 824
Re: Make Armor Equipment Rotatable
I wish "puzzle" of equipment grid would be more hard with hole and different shape than just square and rectangle. (Nightvision should be 1v1 !
)
- Thu Jan 22, 2026 9:44 pm
- Forum: Won't fix.
- Topic: [2.0.60] Coal does not spawn outside the starting area on Vulcanus under certain settings
- Replies: 3
- Views: 1964
Re: [2.0.60] Coal does not spawn outside the starting area on Vulcanus under certain settings
post string of map config thenstollma wrote: Sat Jan 17, 2026 6:12 pm I did not change any base map settings and had the same issue with coal generation
- Mon Jan 19, 2026 4:39 pm
- Forum: Technical Help
- Topic: [2.0.73]Is normal blueprint library can't work in previous version ?
- Replies: 5
- Views: 484
Re: [2.0.73]Is normal blueprint library can't work in previous version ?
I didn't lost them, I already have export all of it in strings, my current problem now is I need to import 98 blueprint by hand. https://forums.factorio.com/viewtopic.php?t=132452
Honestly it's a very big problem of factorio I will never upgrade again, that very annoying when most public server ...
Honestly it's a very big problem of factorio I will never upgrade again, that very annoying when most public server ...
- Mon Jan 19, 2026 8:01 am
- Forum: Modding interface requests
- Topic: Ability to add blueprint to my blueprint library
- Replies: 1
- Views: 214
Ability to add blueprint to my blueprint library
There is https://lua-api.factorio.com/latest/classes/LuaRecord.html#export_record that allow export any blueprint but there is no way to add a blueprint to the my blueprint tab.
There is https://lua-api.factorio.com/latest/classes/LuaItemStack.html#import_stack but this require to manual add all ...
There is https://lua-api.factorio.com/latest/classes/LuaItemStack.html#import_stack but this require to manual add all ...
- Mon Jan 19, 2026 7:00 am
- Forum: Technical Help
- Topic: [2.0.73]Is normal blueprint library can't work in previous version ?
- Replies: 5
- Views: 484
Re: [2.0.73]Is normal blueprint library can't work in previous version ?
doesn't work for me since backup and current is the same file since I go several time between both version I guess.
I don't get why there is not a backup for each version if this behavior is normal, I even have backup of 0.17, I will never opt in for experimental version again, wanted to help to ...
I don't get why there is not a backup for each version if this behavior is normal, I even have backup of 0.17, I will never opt in for experimental version again, wanted to help to ...
- Mon Jan 19, 2026 4:22 am
- Forum: Technical Help
- Topic: [2.0.73]Is normal blueprint library can't work in previous version ?
- Replies: 5
- Views: 484
[2.0.73]Is normal blueprint library can't work in previous version ?
I was on experimental branch on steam but I have a lot of problem with 2.0.73 and blueprint library is one of them. now I can't have my library in 2.0.72.
117.513 Error BlueprintShelf.cpp:637: Loading cloud blueprint storage failed: Map version 2.0.73-1 cannot be loaded because it is higher than ...
117.513 Error BlueprintShelf.cpp:637: Loading cloud blueprint storage failed: Map version 2.0.73-1 cannot be loaded because it is higher than ...
- Sun Jan 18, 2026 6:52 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 93
- Views: 60368
Re: Defence economy balance
problem of flame turret is same than gun turret. exponential damage with tech. They need to stop this (also it's make friendly fire of flame turret stupidly insane). Mine should aoe damage other mine (or everything actually) https://mods.factorio.com/mod/LandmineExplosionsDoHurt