+1 for free camera. Having the ability to look at any contraption anytime would be a godsend.
+1 for save states and seeking. For starters it would be useful to be able to name a point in time and have the game seek to that point as fast as possible and then pause. Even if it ends up taking a long ...
Search found 639 matches
- Thu Jun 26, 2025 8:11 am
- Forum: Ideas and Suggestions
- Topic: Better Replay System, please!
- Replies: 1
- Views: 619
- Mon Jun 23, 2025 12:13 pm
- Forum: Assigned
- Topic: [kovarex] [2.0.49] Blueprint parameterization tooltip shows pN_r as crafting time, and doesn't show pN_t
- Replies: 6
- Views: 1188
- Fri Jun 20, 2025 8:42 pm
- Forum: Won't fix.
- Topic: [2.0.57] Severe transport belt decompression
- Replies: 1
- Views: 278
[2.0.57] Severe transport belt decompression
Possibly related: 466701 , 129429
TLDR: Pictured is a transport belt decompressing all by itself. I also attached a video and a save for it. Note: The second transport belt after the splitter has control behaviour. For the video and screenshot I removed the connection to better observe the belt ...
TLDR: Pictured is a transport belt decompressing all by itself. I also attached a video and a save for it. Note: The second transport belt after the splitter has control behaviour. For the video and screenshot I removed the connection to better observe the belt ...
- Thu Jun 19, 2025 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Please leave those configuration check box always enabled, there is not a single reason to disable them
- Replies: 5
- Views: 905
Re: Please leave those configuration check box always enabled, there is not a single reason to disable them
As of 2.0.57 there is a new hidden setting called "circuit-network-selection-always-enabled" that forces the checkboxes in combinators to always be enabled regardless of whether a wire is connected or not.
- Thu Jun 19, 2025 8:29 am
- Forum: General discussion
- Topic: Have you ever used the sandbox mode ?
- Replies: 8
- Views: 1168
Re: Have you ever used the sandbox mode ?
Does opening it just to see what it does count?
- Sun Jun 15, 2025 11:20 am
- Forum: Ideas and Suggestions
- Topic: Parameterised blueprints - do not delete unused parameters
- Replies: 1
- Views: 299
Re: Parameterised blueprints - do not delete unused parameters
A user story
Say I want to set a value in a transport belt condition based on the number of Yumako tree plots I have. The value I want to set is different (by some carefully thought-out-constant factor) but I want to see "Number of Yumako Trees" as a parameter. This is a nice and simple use-case ...
Say I want to set a value in a transport belt condition based on the number of Yumako tree plots I have. The value I want to set is different (by some carefully thought-out-constant factor) but I want to see "Number of Yumako Trees" as a parameter. This is a nice and simple use-case ...
- Thu Jun 12, 2025 2:49 pm
- Forum: Modding interface requests
- Topic: Splitter prototype - Disable ability to set priorities or filter
- Replies: 2
- Views: 401
Splitter prototype - Disable ability to set priorities or filter
Way, waaaay back in the day when battles were fought between bots and belts, splitters received a shining buff in the form of priorities and a settable filter.
I request prototype support for disabling the ability of splitters to prioritize input, output or filter items. Essentially to be able to ...
I request prototype support for disabling the ability of splitters to prioritize input, output or filter items. Essentially to be able to ...
- Sun Jun 08, 2025 6:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Factoriopedia click through when alt clicking empty space in UI
- Replies: 1
- Views: 929
[2.0.55] Factoriopedia click through when alt clicking empty space in UI
TLDR
When alt-clicking on certain empty locations in the UI the Factoriopedia opens for the tile that happens to be under the mouse behind the UI. (See screenshots.)
Steps to reproduce
Open an entity or the inventory.
Alt-click on an empty space in the UI that does not clearly belong to a ...
When alt-clicking on certain empty locations in the UI the Factoriopedia opens for the tile that happens to be under the mouse behind the UI. (See screenshots.)
Steps to reproduce
Open an entity or the inventory.
Alt-click on an empty space in the UI that does not clearly belong to a ...
- Sun Jun 08, 2025 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Please leave those configuration check box always enabled, there is not a single reason to disable them
- Replies: 5
- Views: 905
Re: Please leave those configuration check box always enabled, there is not a single reason to disable them
+1 for combinator inputs. It is incredibly tedious having to close the UI, connect something, anything to the input and then reopen to configure. I get that it is trying to "teach me" that I have to connect a wire to use the input but once I am up to speed, all this does is create unnecessary ...
- Sun Jun 01, 2025 8:34 am
- Forum: Duplicates
- Topic: [2.0.54] Blueprint parameter formula tooltip confuses pN_r with pN_t
- Replies: 1
- Views: 617
[2.0.54] Blueprint parameter formula tooltip confuses pN_r with pN_t
TLDR: In base game factorio, when hovering the formula entry for a blueprint parameter, it tells me that "pN_r" is the crafting time of the parameter but it is actually something else.
Steps to reproduce
Enter a map in base Factorio (no mods, no dlc)
Import the blueprint string and start ...
Steps to reproduce
Enter a map in base Factorio (no mods, no dlc)
Import the blueprint string and start ...
- Thu May 29, 2025 8:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.52] Controls in the menu do not update when switching controller icons
- Replies: 1
- Views: 1102
[Twinsen][2.0.52] Controls in the menu do not update when switching controller icons
Environment
Steam edition of Factorio on Windows. Steam input is disabled.
I used Nintendo Switch Pro controller
Steps to reproduce
Pair the controller and make sure Factorio recognizes it
Open the controls menu and switch to "controller" controls
Change the icons setting to a ...
Steam edition of Factorio on Windows. Steam input is disabled.
I used Nintendo Switch Pro controller
Steps to reproduce
Pair the controller and make sure Factorio recognizes it
Open the controls menu and switch to "controller" controls
Change the icons setting to a ...
- Mon May 26, 2025 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled
- Replies: 1
- Views: 1528
[boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled
Steps to reproduce
Disable all mods and dlc
Open any map
Open tips and tricks
Under "Copy-paste entity settings" view the "Copy-paste filters" tip
Expected
Splitters display a filter for circuit network
Actual
Splitters display a filter for :any-quality: circuit network
Disable all mods and dlc
Open any map
Open tips and tricks
Under "Copy-paste entity settings" view the "Copy-paste filters" tip
Expected
Splitters display a filter for circuit network
Actual
Splitters display a filter for :any-quality: circuit network
- Thu May 22, 2025 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
- Replies: 3
- Views: 1289
Re: [2.0.51] Unmodifiable modded blueprint prompts to save
Here is a save file.
My reproduction steps:
My reproduction steps:
- Open save in base game factorio (space age, quality and elevated rail mods should be off)
- Open game blueprints
- Right click any of the blueprints to open preview
- Press Esc
- Tue May 20, 2025 10:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
- Replies: 3
- Views: 1289
[2.0.51] Unmodifiable modded blueprint prompts to save
TLDR: Attempting to close a blueprint preview with modded content, without having the mod enabled results in a "save modifications" prompt.
Steps to reproduce
Put a blueprint in the blueprint library that contains space age content
Turn off space age mods
Enter a map and open the blueprint ...
Steps to reproduce
Put a blueprint in the blueprint library that contains space age content
Turn off space age mods
Enter a map and open the blueprint ...
- Sun May 18, 2025 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 2968
Re: Random Number on Selector Combinator
You can chain multiple of these together to get arbitrarily random numbers from 0-99; 0-9,999; 0-999,999; or you can remove signals to get a smaller range. Or you can add "Quality" variants of each signal to expand the range even further while maintaining an even Numerical distribution.
There ...
- Sun May 18, 2025 9:01 am
- Forum: Minor issues
- Topic: [2.0.50] Upgrade planner does not insert modules in editor
- Replies: 1
- Views: 427
[2.0.50] Upgrade planner does not insert modules in editor
Possibly related bug: ( 671355 )
Steps to reproduce
Note: I was in base game WITHOUT any mods or dlc enabled.
Open the editor and make sure instant upgrade is enabled.
Place a tier 1 assembler and set it's recipe. (I used iron gear wheel.)
Apply the provided upgrade planner on the ...
Steps to reproduce
Note: I was in base game WITHOUT any mods or dlc enabled.
Open the editor and make sure instant upgrade is enabled.
Place a tier 1 assembler and set it's recipe. (I used iron gear wheel.)
Apply the provided upgrade planner on the ...
- Sat May 17, 2025 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Make super forced build insert gates when rails cross walls
- Replies: 4
- Views: 567
Re: Make super forced build insert gates when rails cross walls
I was about to make this suggestion. +1
- Fri May 02, 2025 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint parameter formula - Access to relative & absolute coordinates
- Replies: 2
- Views: 427
Blueprint parameter formula - Access to relative & absolute coordinates
What?
Inside blueprint parameter formulas: Give access to variables that correspond to the absolute coordinates of the placement location, and when dragging, the coordinates relative to the first location. (Or the coordinates of the first location which can be used to compute relative coordinates ...
Inside blueprint parameter formulas: Give access to variables that correspond to the absolute coordinates of the placement location, and when dragging, the coordinates relative to the first location. (Or the coordinates of the first location which can be used to compute relative coordinates ...
- Tue Apr 29, 2025 2:29 pm
- Forum: Ideas and Suggestions
- Topic: Make difficulty based achievements
- Replies: 10
- Views: 6177
Death world achievements
I still think it would be beneficial to have achievements that specifically target the practice of "cranking up the numbers" in the world generator, by making playing with a specific preset the challenge. It would be interesting because players wouldn't be able to skip having to expand by making ...
- Mon Apr 21, 2025 7:11 am
- Forum: Ideas and Suggestions
- Topic: Selector combinator mode: item ingredients
- Replies: 7
- Views: 1515
Re: Selector combinator mode: item ingredients
If an item or fluid has multiple recipes, the additional recipes already get extra signals. So for selecting the correct recipe, the item's or fluid's signal itself can correspond to the default recipe, which is the recipe the item or fluid is merged with on Factoriopedia. The additional recipe ...