Search found 117 matches

by Green Cat
Mon Jan 26, 2026 3:11 pm
Forum: Ideas and Suggestions
Topic: Hide recepies via Constant combinator
Replies: 1
Views: 177

Hide recepies via Constant combinator

Disclaimer, due to comunication issues i asked the AI to write my ideea, sorry if some issues cause by this since i can't tell such issues.

TL;DR
A per-surface recipe visibility filter: hide selected recipes from crafting/recipe selection menus without disabling them, so each planet/spaceship ...
by Green Cat
Mon Jan 26, 2026 2:51 pm
Forum: Ideas and Suggestions
Topic: Mod portal more options
Replies: 1
Views: 151

Mod portal more options

This is only for the "Manage" Tab. Next to delete and changelog there to be 2 more buttons. One being the bookmark - since you can't unmark unless you search for said blueprint. Another button to be "disabeled all". This is for any type of modpack. Like bob, space exploration, HD graphics, and the ...
by Green Cat
Fri Jan 23, 2026 5:24 pm
Forum: Ideas and Suggestions
Topic: HD and Bare bone visual
Replies: 1
Views: 152

HD and Bare bone visual

I use the HD mod pack and i don't understand how this is not an ingame thing, with no mods. Also i hope it goes without saying that this to be tick boxes so everyone can ajust it any time via settings.

Sepeaking of tick boxes that can be ajusted any time, can we get, for map edition, a MOD test ...
by Green Cat
Wed Jan 21, 2026 3:28 pm
Forum: Ideas and Suggestions
Topic: More train conditions
Replies: 0
Views: 205

More train conditions

Disclaimer : I used the AI to rewrite my suggestion to use the suggested template.

TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing ...
by Green Cat
Tue Jan 20, 2026 7:01 pm
Forum: Ideas and Suggestions
Topic: Suggestions: More QoL functions
Replies: 1
Views: 170

Suggestions: More QoL functions

all are QoL easy to understand Also no need to suggest mods as most of them are stuff i suggest exactly because i played with mods that add them and just wonder why the game does not have them by default

When pressing for colours, to get a tap where, if pressed, we see that circle with every last ...
by Green Cat
Sun Jan 11, 2026 4:45 pm
Forum: Ideas and Suggestions
Topic: New train station to automise cargo trains
Replies: 1
Views: 237

New train station to automise cargo trains

Due to communication issues i used the AI to write my ideea

TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).

What?
I suggest adding a new type of train station that is ...
by Green Cat
Tue Nov 18, 2025 4:50 pm
Forum: News
Topic: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
Replies: 69
Views: 23121

Re: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™

I don't understand something, how comes the space age will be released on nintendo when it contains gambling?
by Green Cat
Fri Oct 24, 2025 10:21 pm
Forum: Ideas and Suggestions
Topic: any concrete to behave like space platform
Replies: 0
Views: 321

any concrete to behave like space platform

I love having a refine concrete everywhere since i can see more clearly, no hidden small holes or similar, you can clearly see resources, and the list continues. The only issue is that they prevent pollution absorbation of via ground but there is a mod to address this.

but, just like anyone else ...
by Green Cat
Wed Oct 22, 2025 12:01 am
Forum: Ideas and Suggestions
Topic: Upgrade planer's setting to change via a global "meniu"
Replies: 1
Views: 314

Upgrade planer's setting to change via a global "meniu"

This is a new feature idea.

As i have tons of blueprints for trains and so on and on. One of the most annoying things (when starting new game and such) is that each time i need to individually upgrade the blueprints, one by one, sometimes the belts, othertimes the inserters, assemble, so on.

The ...
by Green Cat
Mon Oct 20, 2025 4:47 pm
Forum: Ideas and Suggestions
Topic: New option for more agresive enemies
Replies: 2
Views: 546

New option for more agresive enemies

Default is default, this is a suggestion for new tick boxes that are off by default.

So if on (each separatly): when destroying trees,it will release pollution that will trigger enemies around. Aka similar to how pollution would works if we set them on fire. Meaning that planting trees to reduce ...
by Green Cat
Mon Oct 20, 2025 4:31 pm
Forum: Ideas and Suggestions
Topic: Dynamic message display via circuits
Replies: 0
Views: 278

Dynamic message display via circuits

I start reverse, the final product will be similar to nixes tubes with regards to numbers but the image will be the signal and the message from the display panel to change based on different circuit color

Let's say i want to show that I have 100000 Steel plates and the message to be "To much, need ...
by Green Cat
Wed Oct 15, 2025 12:00 am
Forum: Ideas and Requests For Mods
Topic: Request: Mutiple planets survival mode
Replies: 0
Views: 388

Request: Mutiple planets survival mode

This is similar to how Space exploration is. Except, there is no infinite resource aside from mining productivity bonus (and of course, none of the SE tehnology)

The key elements are that everything, including water, is finite

All the planets are, again, just like how space exploration is, limited ...
by Green Cat
Tue Oct 14, 2025 4:30 pm
Forum: Ideas and Suggestions
Topic: mec armour to have in build belt imunity and nightvision mk2
Replies: 0
Views: 281

mec armour to have in build belt imunity and nightvision mk2

Mec armour can fly but not on belt? A lot of people asked the ability to disable the fly (only they know why, i mean, you can easily disable the exoskeleton if you want precision), and well this is similar. As in, if the option to fly IS on, then to fly over belts. If the option is off (similar to ...
by Green Cat
Mon Oct 13, 2025 10:54 pm
Forum: Ideas and Suggestions
Topic: Elevated tains to space
Replies: 1
Views: 390

Elevated tains to space

2 Mods but in the vanilla game. The Space Elevator from Space Exploration (mod) and Trains in Space! (https://mods.factorio.com/mod/space-trains-patch) made me wish we have both in the game

As in, you have a train station where the train goes from the ground to the space platform (with all items in ...
by Green Cat
Mon Oct 13, 2025 8:30 pm
Forum: Ideas and Suggestions
Topic: Tick box: Fruid spoiled = soilage and seed
Replies: 4
Views: 794

Tick box: Fruid spoiled = soilage and seed

As an alternative for the 0. something to get seeds, the fruids, if left to spoil, will give 100% seeds.

And just to adress anyone who has a complain that this ruins how to start gleba like a masochis (no one likes the spoilage except for people who want a challange), this could be an unlockeble ...
by Green Cat
Mon Oct 13, 2025 3:08 pm
Forum: Outdated/Not implemented
Topic: Vanila update for mod compability
Replies: 2
Views: 572

Vanila update for mod compability

This is a very quick post. Grammer issues warning. Sorry, don't have time to write in details and later will forget i did this post. Sorry

Space exploration (meteorid), bob, rampant (sorry if i wrote wrong), and the names of the overhaull mods that add new damage type continues.

Ideea is very very ...
by Green Cat
Sun Oct 12, 2025 7:25 pm
Forum: Ideas and Suggestions
Topic: Keeping fish alive / placing fish in water
Replies: 33
Views: 11471

Fish healing + put them back in water

Title

I noticed then when fish get damaged (no clue how, bitter acid i guees?), the hp stay there. It does not heal

And since i was already doing this trival suggestion, i wanted to add the other one: let us put fish back in water. This is actually more simple. I mean, the issue i guess is that is ...
by Green Cat
Sun Oct 12, 2025 4:22 pm
Forum: Ideas and Suggestions
Topic: Special signal: deconstruction
Replies: 0
Views: 303

Special signal: deconstruction

As i was picking up some miners (quality drain = i want to use them somewhere else) for a small ore pach, there i needed to pick up the chest as well while at it or just ignore them i realised, why can't we automate this?

So the ideea is simple but still complicated and involved the decision ...
by Green Cat
Sat Oct 11, 2025 3:20 pm
Forum: Ideas and Suggestions
Topic: Folder in the mod page
Replies: 1
Views: 303

Folder in the mod page

I don't know how many people use over 100 mods that changes some settings, especially overhaul mods.

Sometimes there are issues with one mod, no clue which one so now you need to disable them one by one. I mean, to install them is easy, but not the reverse.

As a solution for this, i would suggest ...
by Green Cat
Sat Oct 11, 2025 12:05 am
Forum: Releases
Topic: Version 2.0.69
Replies: 19
Views: 14973

Re: Version 2.0.69

Is there a roadmap regarding 2.1? Since i did not see one here, i did not see any news, nothing.

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