I can confirm that it does seem to remember the alt settings if i leave them just right when i quit.
However, the floor tile radius setting is not remembered.
Search found 80 matches
- Wed Nov 12, 2025 3:58 pm
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 6
- Views: 162
- Wed Nov 12, 2025 12:02 am
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 6
- Views: 162
Re: QoL: remember tile and map settings between sessions
I'll rephrase: how is anyone supposed to know that there's two modes? 8000h played and not once have i hit the alt key in map mode. I touched alt once in 2020 to turn on show-recipes and haven't been back since.
Why can't it remember that I'm in alt-map-mode between sessions?
Why can't it remember that I'm in alt-map-mode between sessions?
- Tue Nov 11, 2025 10:14 pm
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 6
- Views: 162
Re: QoL: remember tile and map settings between sessions
So even though it save the settings, it starts every session in default mode? ...Why would that even be a thing?
- Tue Nov 11, 2025 6:16 pm
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 6
- Views: 162
QoL: remember tile and map settings between sessions
TL;DR
Please! Remember floor tile placement radius, map settings between game sessions.
What?
11-11-2025, 10-14-34.png
and
11-11-2025, 10-14-58.png
Why?
QoL. Every morning I fire up my 900h factory and the first thing I do is re-tweak these settings. I also tweak the train view to turn off ...
Please! Remember floor tile placement radius, map settings between game sessions.
What?
11-11-2025, 10-14-34.png
and
11-11-2025, 10-14-58.png
Why?
QoL. Every morning I fire up my 900h factory and the first thing I do is re-tweak these settings. I also tweak the train view to turn off ...
- Wed Sep 24, 2025 1:55 am
- Forum: Ideas and Suggestions
- Topic: suggestion: better grouping of assemblers in search
- Replies: 0
- Views: 164
suggestion: better grouping of assemblers in search
09-23-2025, 18-52-04.png
I'm playing Pyanadons mod. These assemblers are abutting each other, less than 1 tile gap.
In search, rather than showing up as two sets of "5x Tin chromium alloy" they appear as ten 1x.
09-23-2025, 18-55-15.png
I imagine the amount of work is huge for almost no ...
I'm playing Pyanadons mod. These assemblers are abutting each other, less than 1 tile gap.
In search, rather than showing up as two sets of "5x Tin chromium alloy" they appear as ten 1x.
09-23-2025, 18-55-15.png
I imagine the amount of work is huge for almost no ...
- Fri May 16, 2025 1:24 am
- Forum: Ideas and Suggestions
- Topic: Please auto-select search field in "Select a ..." dialog
- Replies: 0
- Views: 277
Please auto-select search field in "Select a ..." dialog
Hello, devs, I hope you're doing well.
What:
"Select a..." dialog (eg select a filter) has clickable icons, tabs at the top, and the search field. In Py+CyberSyn I am hitting ctrl+f at least three times per station and have over 300 stations to date. The number of times I have somehow missed ctrl ...
What:
"Select a..." dialog (eg select a filter) has clickable icons, tabs at the top, and the search field. In Py+CyberSyn I am hitting ctrl+f at least three times per station and have over 300 stations to date. The number of times I have somehow missed ctrl ...
- Fri May 09, 2025 1:46 am
- Forum: Gameplay Help
- Topic: How do I build a make-anything-machine?
- Replies: 4
- Views: 2504
How do I build a make-anything-machine?
05-08-2025, 18-37-37.png
The Nth Py assembler chooses the N'th item from the the list of network requests (green wire). When a sophisticated multi-step recipe is introduced, some Nth item will reshape the list of demands, causing the assigned builds to fluctuate and the system ping-pongs every ...
The Nth Py assembler chooses the N'th item from the the list of network requests (green wire). When a sophisticated multi-step recipe is introduced, some Nth item will reshape the list of demands, causing the assigned builds to fluctuate and the system ping-pongs every ...
- Fri May 09, 2025 12:46 am
- Forum: Ideas and Suggestions
- Topic: Show connected signals in Selector Combinator
- Replies: 0
- Views: 219
Show connected signals in Selector Combinator
I have a combinator connected to a roboport.
if it is a decider or math combinator I can see all the signals.
If it is a selector I can't see the signals.
I can see them in the info menu on the right. I'd like them consistent with other combinators. Please also highlight the selected index item ...
if it is a decider or math combinator I can see all the signals.
If it is a selector I can't see the signals.
I can see them in the info menu on the right. I'd like them consistent with other combinators. Please also highlight the selected index item ...
- Fri May 02, 2025 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Please display train names in more places.
- Replies: 1
- Views: 311
Please display train names in more places.
Currently train names are visible here:
I would very much like them here:
Reason? In large multiplayer maps it can be very had to find my "personal train". If I know the name of the train then I could find it easily.
Thank you!
Thank you!
- Mon Feb 10, 2025 6:49 pm
- Forum: Duplicates
- Topic: [2.0.34] productivity gains not showing cumulative total correctly
- Replies: 2
- Views: 489
Re: [2.0.34] productivity gains not showing cumulative total correctly
Darn it! I searched before posting
Sorry
- Sun Feb 09, 2025 10:28 pm
- Forum: Duplicates
- Topic: [2.0.34] productivity gains not showing cumulative total correctly
- Replies: 2
- Views: 489
[2.0.34] productivity gains not showing cumulative total correctly
Maybe this is more of a feature request... but it feels wrong?
All queued scrap recycling show the same improvement, instead of building on each other.
Should be:
Scrap 2 adds 10% [+10% -> +20%]
Scrap 3 adds 10% [+20% -> +30%]
Scrap 4 adds 10% [+30% -> +40%]
etc.
Same for explosives effects, shell ...
All queued scrap recycling show the same improvement, instead of building on each other.
Should be:
Scrap 2 adds 10% [+10% -> +20%]
Scrap 3 adds 10% [+20% -> +30%]
Scrap 4 adds 10% [+30% -> +40%]
etc.
Same for explosives effects, shell ...
- Wed Feb 05, 2025 5:18 pm
- Forum: Duplicates
- Topic: [2.0.33] SA cannot q select some items
- Replies: 3
- Views: 373
Re: [2.0.33] SA cannot q select some items
except that I *can* pipette hot fluro from the enable/disable and that's a fluid.
- Wed Feb 05, 2025 5:03 pm
- Forum: Duplicates
- Topic: [2.0.33] SA cannot q select some items
- Replies: 3
- Views: 373
[2.0.33] SA cannot q select some items
CAN q-select solid fuel and lithium and hot fluro in the enable/disable box.
CANNOT q-select fluorine, ammonia, or hot fluro in the ingredient list.
Windows 11, Space Age, no other mods.
CANNOT q-select fluorine, ammonia, or hot fluro in the ingredient list.
Windows 11, Space Age, no other mods.
- Thu Jan 30, 2025 6:01 pm
- Forum: Ideas and Suggestions
- Topic: Filter achievements by not-obtained
- Replies: 0
- Views: 236
Filter achievements by not-obtained
TL;DR
Checkbox to hide all finished achievements
Why?
Because I'm super lazy and focussed on getting the last ones, not interested in scrolling past the others every time I check the list.
Thank you!
Checkbox to hide all finished achievements
Why?
Because I'm super lazy and focussed on getting the last ones, not interested in scrolling past the others every time I check the list.
Thank you!
- Wed Jan 22, 2025 6:11 pm
- Forum: Pending
- Topic: [2.0.32] Winning game causes flicker; makes save unplayable
- Replies: 1
- Views: 473
Re: [2.0.32] Winning game causes flicker; makes save unplayable
Can confirm it does NOT affect other save files. So it may have something to do with the process of uploading to galaxy?
Still waiting for host to deliver save file.
Still waiting for host to deliver save file.
- Wed Jan 22, 2025 3:04 am
- Forum: Pending
- Topic: [2.0.32] Winning game causes flicker; makes save unplayable
- Replies: 1
- Views: 473
[2.0.32] Winning game causes flicker; makes save unplayable
0.000 2025-01-21 10:04:32; Factorio 2.0.32 (build 81349, win64, steam, space-age)
0.000 Operating system: Windows 11 (build 22631)
Multiplayer game hosted by my friend. Reached the edge of space.
Win screen and achievement OK. I upload to the galaxy OK.
Ship destination now flickering between ...
0.000 Operating system: Windows 11 (build 22631)
Multiplayer game hosted by my friend. Reached the edge of space.
Win screen and achievement OK. I upload to the galaxy OK.
Ship destination now flickering between ...
- Wed Jan 22, 2025 3:02 am
- Forum: Ideas and Suggestions
- Topic: What if ... changing armor took 1 second?
- Replies: 3
- Views: 635
Re: What if ... changing armor took 1 second?
Last time I checked (just before posting) it was still possible. I only play on experimental.
- Sat Jan 11, 2025 6:22 pm
- Forum: Ideas and Suggestions
- Topic: What if ... changing armor took 1 second?
- Replies: 3
- Views: 635
What if ... changing armor took 1 second?
Mis-clicking on armor when your inventory is full leads to a really fun spill.
Realistically (ugh) getting (un)dressed is not instant.
A 1s crafting time to add/remove/swap armor would prevent the accident.
I'm not suggesting it be the base for everyone. Mistakes can be fun, they're part of life ...
Realistically (ugh) getting (un)dressed is not instant.
A 1s crafting time to add/remove/swap armor would prevent the accident.
I'm not suggesting it be the base for everyone. Mistakes can be fun, they're part of life ...
- Tue Nov 12, 2024 6:55 pm
- Forum: Duplicates
- Topic: Selecting items in busy hub quite difficult
- Replies: 1
- Views: 361
Selecting items in busy hub quite difficult
2.0.16 Windows.
Being able to reserve stacks to "lock" some items in place would be a huge help. jumpy icons are very hard to select. Trying to unload later items (mk1 grabbers) is a challenge.
Being able to reserve stacks to "lock" some items in place would be a huge help. jumpy icons are very hard to select. Trying to unload later items (mk1 grabbers) is a challenge.
- Fri Nov 01, 2024 2:11 am
- Forum: Ideas and Suggestions
- Topic: Achievement idea: Kessel Run
- Replies: 0
- Views: 309
Achievement idea: Kessel Run
Any planet to any other planet in <= 20s.
originally proposed here: https://www.reddit.com/r/Factoriohno/co ... essel_run/
originally proposed here: https://www.reddit.com/r/Factoriohno/co ... essel_run/