TL;DR
Your idea in one sentence. Pictures are more worth than words.
I think Ships would look better if they had more empty space, paths rooms in them.
What?
What do you want to suggest
Introduce breakage and maintenance through some sort of repair robots that would require you to leave empty ...
Search found 85 matches
- Tue Dec 16, 2025 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance to make ships with paths and rooms
- Replies: 3
- Views: 368
- Wed Dec 10, 2025 2:59 am
- Forum: Ideas and Suggestions
- Topic: (Long post warning) Rethinking quality β modular, configurable, no random chances
- Replies: 16
- Views: 1825
Re: (Long post warning) Rethinking quality β modular, configurable, no random chances
Quality is too complex, any deviation from singular upcycling design multiplies everything by infinity.
Also examples like biter eggs for prod 3. Modules are the best candidates for "stacking quality" in chain which is the "efficent" way the game hints you to do it to overcome 75% penalty of ...
Also examples like biter eggs for prod 3. Modules are the best candidates for "stacking quality" in chain which is the "efficent" way the game hints you to do it to overcome 75% penalty of ...
- Tue Nov 25, 2025 7:53 am
- Forum: Ideas and Suggestions
- Topic: "Any Quallity" signal to Combinators
- Replies: 3
- Views: 285
Re: "Any Quallity" signal to Combinators
Maybe it could be additional Mode parameter like that you need to pass to splitter rather than adding this to each signal
- Tue Nov 25, 2025 7:50 am
- Forum: Ideas and Suggestions
- Topic: "Any Quallity" signal to Combinators
- Replies: 3
- Views: 285
Re: "Any Quallity" signal to Combinators
I guess it's true for other operators as well
- Tue Nov 25, 2025 7:50 am
- Forum: Ideas and Suggestions
- Topic: "Any Quallity" signal to Combinators
- Replies: 3
- Views: 285
"Any Quallity" signal to Combinators
TL;DR
I think I'm unable to produce "Any Quallity" signal with combinators :any-quality:
11-25-2025, 09-40-29.png
What?
Add this feature, as you can select it manually but can't do with Circuit Logic.
Why?
I've never had this issue before, it's counterintuitive, I didn't expect not being ...
I think I'm unable to produce "Any Quallity" signal with combinators :any-quality:
11-25-2025, 09-40-29.png
What?
Add this feature, as you can select it manually but can't do with Circuit Logic.
Why?
I've never had this issue before, it's counterintuitive, I didn't expect not being ...
- Mon Nov 24, 2025 8:01 am
- Forum: Ideas and Suggestions
- Topic: Select current recipe when changing assembler recipe
- Replies: 19
- Views: 3103
Add button for adjusting quallity of selected recipe
TL;DR
Add button that allows to adjust quality after you selected/copied recipe into assembler; because it's a frequent use.
11-24-2025, 09-55-12.png
What?
Let's say I'm building a quality factory. I select a recipe, and then just copy it everywhere with Shift-RMB and Shift-LMB :
11-24-2025 ...
Add button that allows to adjust quality after you selected/copied recipe into assembler; because it's a frequent use.
11-24-2025, 09-55-12.png
What?
Let's say I'm building a quality factory. I select a recipe, and then just copy it everywhere with Shift-RMB and Shift-LMB :
11-24-2025 ...
- Tue Jul 15, 2025 10:59 am
- Forum: Ideas and Suggestions
- Topic: Destroy Biter Creep goop with Grenedes
- Replies: 2
- Views: 610
- Fri May 30, 2025 1:31 am
- Forum: Not a bug
- Topic: Editor mode allows to build much bigger ships than in-game
- Replies: 2
- Views: 851
Re: Editor mode allows to build much bigger ships than in-game
Actually wasn't that hard to fix for me, just upgrade furnaces and plants to rare... But still would need to farm for them...
- Fri May 30, 2025 1:20 am
- Forum: Not a bug
- Topic: Editor mode allows to build much bigger ships than in-game
- Replies: 2
- Views: 851
Editor mode allows to build much bigger ships than in-game
Idk if it's a bug; but it's really griefing and is likely to occur.
I've built this ship in editor but now can't paste this small bottom part due to limitations in ship length. :(
05-30-2025, 04-07-43.png
I've read this limitation was made as reaction to some abuse with thousand length ships. I ...
I've built this ship in editor but now can't paste this small bottom part due to limitations in ship length. :(
05-30-2025, 04-07-43.png
I've read this limitation was made as reaction to some abuse with thousand length ships. I ...
- Wed May 28, 2025 3:42 am
- Forum: Wiki Talk
- Topic: It's either wrong or unclear
- Replies: 0
- Views: 1890
It's either wrong or unclear
https://wiki.factorio.com/Space_platform
Explanations of conditions for space platform :
05-28-2025, 06-32-08.png
From my observation it's causing space platform to leave if any item it's requesting (and probably providing to another place) reached 0.
So far this worked flawlessly for a day of ...
Explanations of conditions for space platform :
05-28-2025, 06-32-08.png
From my observation it's causing space platform to leave if any item it's requesting (and probably providing to another place) reached 0.
So far this worked flawlessly for a day of ...
- Tue May 27, 2025 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Destroy Biter Creep goop with Grenedes
- Replies: 2
- Views: 610
Destroy Biter Creep goop with Grenedes
I hate the stains all around the world that do not decay from the day they were added.
05-27-2025, 23-28-32.png
I've read the decay feature would be too laggy. In an absence maybe at least make it so explosives would revert the creep to normal land ?..
I know about concrete, but sometimes I ...
05-27-2025, 23-28-32.png
I've read the decay feature would be too laggy. In an absence maybe at least make it so explosives would revert the creep to normal land ?..
I know about concrete, but sometimes I ...
- Tue May 27, 2025 7:57 pm
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 1169
Re: Rapid Artillery Marking is missing and it's bad with health buff
The guy above posted a good suggestion about changing SECONDARY keybind to CTRL+SCROLLWHEEL, but it's still the same kind of non-intuitive and jank as before, as the mouse macro.
I think the guy who posted agaisnt this just never did it in game.
- Tue May 27, 2025 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 1169
Re: Rapid Artillery Marking is missing and it's bad with health buff
Fucking THIS, not the pseudo-hardcorness of not optimizing tasks that ""should"" be automatic, I just wanna shoot artillery and hear shots and explosions.
- Mon May 26, 2025 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 1169
Re: Rapid Artillery Marking is missing and it's bad with health buff
robot256 wrote: Sat May 17, 2025 2:43 am Or just expand your defense perimeter and research so they operate automatically? Factorio doesn't optimize manual actions when they can be automated.
eeeh i mean belt dragging etc power poles pipes placements (can be automated with robots)
- Sat May 17, 2025 2:35 am
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 1169
Rapid Artillery Marking is missing and it's bad with health buff
05-17-2025, 05-25-09.png
Before 2.0 there was some hidden interaction with control settings that allowed you to drag and rapid fire nests manually.
Now it's gone, but also nests received huge buff to their health so that they are dying in 2 hits, taking double the clicks.
It shouldn't be a ...
Before 2.0 there was some hidden interaction with control settings that allowed you to drag and rapid fire nests manually.
Now it's gone, but also nests received huge buff to their health so that they are dying in 2 hits, taking double the clicks.
It shouldn't be a ...
- Sat May 17, 2025 2:01 am
- Forum: Ideas and Suggestions
- Topic: Ghost Rail Planner needs to be toggled instead of Held
- Replies: 2
- Views: 468
Ghost Rail Planner needs to be toggled instead of Held
Always bothered me.
It feels like a bug that you can't rotate counter clockwise while in ghost mode and have to press R R R R R R R (13? times) instead of Shift-R

It feels like a bug that you can't rotate counter clockwise while in ghost mode and have to press R R R R R R R (13? times) instead of Shift-R
- Tue May 13, 2025 1:31 am
- Forum: Ideas and Suggestions
- Topic: Attrition world Preset (Mediumcore)
- Replies: 1
- Views: 603
Re: Attrition world Preset (Combat Mediumcore)
Also
Also please with this settings my worlds are lookng like a bitter goop. Please consider adding decay to biter's creep underneath nests :(
Enemy Expansion Maximum group size : (20/20/50) //i would even suggest progresively increasing this stat depending on evolution. Bigger evolution ...
Also please with this settings my worlds are lookng like a bitter goop. Please consider adding decay to biter's creep underneath nests :(
Enemy Expansion Maximum group size : (20/20/50) //i would even suggest progresively increasing this stat depending on evolution. Bigger evolution ...
- Tue May 13, 2025 1:29 am
- Forum: Ideas and Suggestions
- Topic: Attrition world Preset (Mediumcore)
- Replies: 1
- Views: 603
Attrition world Preset (Mediumcore)
TL;DR
I think right now Factorio misses the official "medium" difficulty.
Why?
The default world is ranging from literally being peaceful (grass spawn) to just easy. While a Deathwrold, on the other hand, in gaming terms, should be called as "Hard+" or "Very Hard".
Ofc Factorio allows to ...
I think right now Factorio misses the official "medium" difficulty.
Why?
The default world is ranging from literally being peaceful (grass spawn) to just easy. While a Deathwrold, on the other hand, in gaming terms, should be called as "Hard+" or "Very Hard".
Ofc Factorio allows to ...
- Sun May 11, 2025 1:50 am
- Forum: Ideas and Suggestions
- Topic: Add electrical beams to robots
- Replies: 2
- Views: 554
Add electrical beams to robots
05-11-2025, 04-44-35.png
I've been playing with this debug option for as long as I can remember. Enabled it instantly upon discovery.
When posting pics to friends and online a lot of people also been asking for how do you do this.
Maybe add some electrical looking semi mostly transparent cool ...
I've been playing with this debug option for as long as I can remember. Enabled it instantly upon discovery.
When posting pics to friends and online a lot of people also been asking for how do you do this.
Maybe add some electrical looking semi mostly transparent cool ...
- Tue Apr 22, 2025 5:20 am
- Forum: Ideas and Suggestions
- Topic: Deathworld preset should have bigger starter ore patches
- Replies: 0
- Views: 405
Deathworld preset should have bigger starter ore patches
I usually play Deathworlds modified to have bigger patches of ores (by amount) and Enemy Evolution by time decreased from 200 to 100 (base is 40).
This time I was rolling the world without preview (to not spoil patches of ore) and at some time forgot about setting ore richness to something like 300 ...
This time I was rolling the world without preview (to not spoil patches of ore) and at some time forgot about setting ore richness to something like 300 ...