Please add this. We have linked pipes now and it would be really useful for things like the space elevator.
Train pathfinder heuristic could just be +1000 for each surface transition, it doesn't matter if it is bad sometimes because adding it would be so good.
For the two joints, just pick that it ...
Search found 1136 matches
- Tue Nov 11, 2025 6:19 am
- Forum: Ideas and Suggestions
- Topic: Linked rail
- Replies: 4
- Views: 1745
- Tue Nov 11, 2025 3:44 am
- Forum: Not a bug
- Topic: [2.0.72] Clear Cursor Interferes with Confirm Window
- Replies: 2
- Views: 209
Re: [2.0.72] Clear Cursor Interferes with Confirm Window
Sorry, this is caused by the cursor enhancements mod's keybindings overriding the clear cursor keybind. It is not actually a bug.
- Sun Nov 09, 2025 5:55 am
- Forum: Not a bug
- Topic: [2.0.72] Clear Cursor Interferes with Confirm Window
- Replies: 2
- Views: 209
[2.0.72] Clear Cursor Interferes with Confirm Window
In the map view, when holding a blueprint made from copying, clear cursor does not work with this configuration.
In the same situation clear cursor does work when pressing enter using this configuration.
- Thu Nov 07, 2024 10:12 am
- Forum: Ideas and Suggestions
- Topic: Add abbreviation "h" for 100 in number boxes, like "k" for 1000
- Replies: 0
- Views: 335
Add abbreviation "h" for 100 in number boxes, like "k" for 1000
Currently, abbreviations for various numbers are "k" for 1000, "M" for 1000000, and "G" for 1000000000. These can be used when setting circuit network or other number box values for quicker typing. I propose the addition of the abbreviation "h" for 100. I commonly type the number 100, & it would be ...
- Sun Nov 03, 2024 1:37 am
- Forum: Ideas and Suggestions
- Topic: Add More Parameter Signals
- Replies: 1
- Views: 689
Add More Parameter Signals
Currently, there are ten parameter signals, which are very useful. However, they would be even more useful if there were more signals. Currently, if you want to make a generic crafting blueprint with two machines (so both take out of the same chest), you can only use it when the number of ...
- Sun Nov 03, 2024 1:30 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 57
- Views: 14963
Re: Please add a button to add a new blueprint parameter variable
I also would like a way to add more parameters without adding "dummy combinators."
- Sun Oct 27, 2024 5:40 am
- Forum: Implemented Suggestions
- Topic: Car/Tank/Vehicle Auto-Logistics
- Replies: 7
- Views: 5772
Re: Car/Tank/Vehicle Auto-Logistics
This has been implemented in 1.0/2.0. In 1.0 Spidertrons were added, which have logistic slots. Now in 2.0, tanks get logistic slots when you unlock the logistic network research.
- Sat Oct 26, 2024 6:13 pm
- Forum: Gameplay Help
- Topic: Display Panel "Input Count" in message?
- Replies: 2
- Views: 3049
Display Panel "Input Count" in message?
Am I missing something, or is there no way to get a display panel to show the signal count as the message content other than by making a separate message for each possible input count? I thought this was the main point of the display panel.
- Sat Oct 26, 2024 6:48 am
- Forum: Gameplay Help
- Topic: Has the best order to make science packs changed?
- Replies: 3
- Views: 4246
Has the best order to make science packs changed?
In previous versions, I always researched utility science pack first because I wanted logistic network, and then production science pack afterward for things like assembler mk 3 & express belts. In this space age, logistic network uses space science instead of utility science, so utility science is ...
- Tue Oct 22, 2024 4:06 am
- Forum: Not a bug
- Topic: Research: search for 'quality' doesn't show quality module 3.
- Replies: 1
- Views: 601
Re: Research: search for 'quality' doesn't show quality module 3.
This is not a bug. Searching in the research menu only shows previously-researched technologies and the next available technology in a series. If you research quality module 2, then module 3 will become visible. The same happens with infinite research.
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10-21-2024, 21-04 ...
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10-21-2024, 21-04 ...
- Tue Oct 22, 2024 3:57 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] "Huge Rock" not listed in deconstruction planner filters
- Replies: 1
- Views: 1388
[2.0.8] "Huge Rock" not listed in deconstruction planner filters
The huge rock drops coal, so it is important to be able to mark it for deconstruction specifically during the early game so that you can see where to mine coal quickly. In previous versions, it was listed for deconstruction, but in 2.0.8 it is no longer possible to mark the huge rock for ...
- Mon Oct 21, 2024 9:51 pm
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 126
- Views: 124360
Re: Factorio: Space Age is here!
I bought the expansion from the website and it worked correctly with no problems.
- Fri Aug 23, 2024 4:53 am
- Forum: Duplicates
- Topic: [1.1.110] Changing "copy/paste entity settings" control causes inventory filters to not be copied with the new controls.
- Replies: 1
- Views: 596
[1.1.110] Changing "copy/paste entity settings" control causes inventory filters to not be copied with the new controls.
When I download a new installation of the game, I am able to copy inventory filters using shift + left and shift + right click. However, if I change them to 'y' and 'p', these settings do not work for copying and pasting inventory filters from one inventory slot to another inventory slot, e. g. when ...
- Sun Aug 18, 2024 11:58 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 81
- Views: 49858
Re: Shotgun is embarrassingly bad right now
...it does have to compete with the much higher damage and utility of the Flamethrower, and the much longer range and still very respectable damage of the Rocket Launcher. Essentially both Rocket Launcher and Flamethrower allow eliminating targets WITHOUT getting spat at (much). Furthermore when ...
- Fri May 03, 2024 5:26 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 67182
Re: Friday Facts #409 - Diminishing beacons
I personally like these changes. I saw rumors online about beacon changes and was worried that they be essentially a nerf to make beacons undesirable: I like that this is primarily a buff of few-beacon desings instead of a change to force people away from many-beacon designs.
- Wed Apr 24, 2024 4:31 am
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 74413
Re: Friday Facts #392 - Parametrised blueprints
It's "parameterisation" (UK) or "parameterization" (US)... pretty sure it is "parametrisation" nowhere?
That's how it's spelled in french, but apparently it's also a valid spelling in english , or at least in mathematics.
In mathematics, and more specifically in geometry, parametrization ...
- Sat Mar 23, 2024 6:42 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 52112
Re: Friday Facts #403 - Train stops 2.0
To round out the improvements to remote access, I would like to suggest a fuel drone, something like a long distance drone that will carry 1 stack of fuel to a train that has run out. The awesome solution would be something like these IRL long-distance drones that deliver medical supplies to ...
- Fri Feb 23, 2024 7:04 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 122493
Re: Friday Facts #399 - Trash to Treasure
Quality is something that feasibly can be turned off.
One screenshot here lists scrap recycling under "quality". So it doesn't look like it can be turned off :/
Even if quality could not be turned off, quality items are not produced unless you put quality modules in your machines. If you ...
- Thu Jan 18, 2024 4:51 pm
- Forum: Releases
- Topic: Version 1.1.102
- Replies: 2
- Views: 9285
Re: Version 1.1.102
All the better for "cheating" to see what has been generated without using /editor and savescumming.FactorioBot wrote: Thu Jan 18, 2024 12:56 pm Debug
- Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.
- Sat Jan 13, 2024 4:09 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 110571
Re: Friday Facts #393 - Putting things on top of other things
Pretty sure during the Quality discussion, most people came to the conclusion that items with different Qualities don't stack. That Quality FFF (https://factorio.com/blog/post/fff-375) show its possible to use splitters with only quality as a filter condition. If different Qualities items don't ...