+1
W can place tiles under existing buildings, not being able to upgrade them is illogical
Search found 72 matches
- Sat Sep 20, 2025 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Add concrete to Upgrade Planner
- Replies: 40
- Views: 13923
- Sun Aug 31, 2025 6:54 pm
- Forum: Ideas and Suggestions
- Topic: Platform requested item inflight indicator
- Replies: 2
- Views: 268
Re: Platform requested item inflight indicator
But nothing is flashing 

- Sun Aug 31, 2025 9:51 am
- Forum: Ideas and Suggestions
- Topic: Platform requested item inflight indicator
- Replies: 2
- Views: 268
Platform requested item inflight indicator
TL;DR
Platform requested item inflight indicator
What?
When item requested by platform is iflight (left planet but not yet arrived at platform), if player manually sets platfoM to go to another planet, it will not go untill item inflight arrives. This is a bit confusing. We need a good indicator why ...
Platform requested item inflight indicator
What?
When item requested by platform is iflight (left planet but not yet arrived at platform), if player manually sets platfoM to go to another planet, it will not go untill item inflight arrives. This is a bit confusing. We need a good indicator why ...
- Sun Aug 31, 2025 8:16 am
- Forum: Ideas and Suggestions
- Topic: Allow upgrading requests in blueprint
- Replies: 0
- Views: 140
Allow upgrading requests in blueprint
TL;DR
Allow upgrading requests in blueprint (to change quality of requested items)
What?
Currently we can use upgrade planners to upgrade entities in blueprints. But we can't update requests in chests. If we upgrade any turret that gets ammo from the chest that way, if we want tu change the quality ...
Allow upgrading requests in blueprint (to change quality of requested items)
What?
Currently we can use upgrade planners to upgrade entities in blueprints. But we can't update requests in chests. If we upgrade any turret that gets ammo from the chest that way, if we want tu change the quality ...
- Fri Aug 15, 2025 9:46 am
- Forum: Duplicates
- Topic: [2.0.60] Highlight in rocket inventory does not update
- Replies: 1
- Views: 353
[2.0.60] Highlight in rocket inventory does not update
On mouse hover on logistic request in rocket, if i is fulfiled (even partrially), items in the store gain yellow(ish) highlight, and you have popup describing the request.
For a request that was partially fulfilled, while you are hovering (and popup is visible), if new items fullfiling that request ...
For a request that was partially fulfilled, while you are hovering (and popup is visible), if new items fullfiling that request ...
- Sun Jul 20, 2025 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Signal display in platform list
- Replies: 0
- Views: 128
Signal display in platform list
TL;DR
Signal display in platform list
What?
Add possibility to choose a signal from a platfrom (and if value should be displayed) next to a platform name in platform list
Why?
Will help managing spaceships (ie if they are ready to do something, etc.)
Signal display in platform list
What?
Add possibility to choose a signal from a platfrom (and if value should be displayed) next to a platform name in platform list
Why?
Will help managing spaceships (ie if they are ready to do something, etc.)
- Sun Jul 20, 2025 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Path length visible on Transport belt circuit connection
- Replies: 0
- Views: 133
Path length visible on Transport belt circuit connection
TL;DR
Path length visible on Transport belt circuit connection
What?
When there is a Hold (all belts) circuit connection, it would be usefull to see the total path length (including what is "under" underground belts).
Why?
It would make creating circuits based on belt capacity easier.
Path length visible on Transport belt circuit connection
What?
When there is a Hold (all belts) circuit connection, it would be usefull to see the total path length (including what is "under" underground belts).
Why?
It would make creating circuits based on belt capacity easier.
- Tue Dec 24, 2024 9:04 pm
- Forum: General discussion
- Topic: Kessel run in less than 12 parsecs
- Replies: 6
- Views: 2030
Kessel run in less than 12 parsecs
I propose a competition of some kind: fastest spaceship for a given space route
Rules:
1) unlimited startup time (to grab stuff and produce starting fuel&ammo)
2) any quality you want
3) can't take any damage
4) must go there and back
To be discussed: allowed tech level for repetable military ...
Rules:
1) unlimited startup time (to grab stuff and produce starting fuel&ammo)
2) any quality you want
3) can't take any damage
4) must go there and back
To be discussed: allowed tech level for repetable military ...
- Thu Nov 14, 2024 5:27 pm
- Forum: Gameplay Help
- Topic: Quality question
- Replies: 1
- Views: 334
Quality question
If I set up my building to produce specific quality items and put quality module(s) in, will it produce (given chance) higher quality than set up?
- Sun Nov 10, 2024 3:58 pm
- Forum: General discussion
- Topic: Space Age: What happened on Fulgora
- Replies: 6
- Views: 4344
Space Age: What happened on Fulgora
Let's create some lore 

- Sun Nov 10, 2024 3:01 pm
- Forum: Duplicates
- Topic: [2.0.x] Graphics glith
- Replies: 1
- Views: 296
[2.0.x] Graphics glith
When hovering with mech armor over a rocket ready to be launched from the rocket silo, tip of the rocket is drawn over player, while rest of the rocket is drawn under player.
- Sun Nov 03, 2024 10:04 am
- Forum: Ideas and Suggestions
- Topic: Better Surfaces list
- Replies: 0
- Views: 222
Better Surfaces list
Organize Surfaces list so platforms without means of propulsion are shown next to planets they are orbiting, something like this:
And maybe add some means of organizing flying platforms by hand- Sat Nov 02, 2024 12:18 pm
- Forum: Duplicates
- Topic: [2.0.x] "Show mouse and keyboard control hints" does not work properly for vehicles
- Replies: 2
- Views: 508
[2.0.x] "Show mouse and keyboard control hints" does not work properly for vehicles
"Show mouse and keyboard control hints" setting does not show all working key bindings when in vehicle (ie for shooting, etc.), it shows only:
- Wed Oct 30, 2024 8:52 pm
- Forum: Not a bug
- Topic: [2.0.x] Foundry (research) trigger or wiki is wrong
- Replies: 1
- Views: 367
[2.0.x] Foundry (research) trigger or wiki is wrong
Foundry (research) wiki (and Factorio) says that it triggers on producing Tungsten Carbide, but I had to mine Calcite to trigger it.
- Tue Oct 29, 2024 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Where placing blueprint ower water, show how much landfill is needed
- Replies: 0
- Views: 288
Where placing blueprint ower water, show how much landfill is needed
Where placing blueprint ower water, show how much landfill is needed.
- Tue Oct 29, 2024 7:30 am
- Forum: Ideas and Suggestions
- Topic: [2.x / space age] Placing bluepring with mining drills on water
- Replies: 1
- Views: 686
Re: [2.x / space age] Placing bluepring with mining drills on water
This also happend for other buildings when their placement is blocked either by another building or a cliff.
- Sun Oct 27, 2024 9:28 pm
- Forum: Duplicates
- Topic: [2.0.x] Localization breaks search on map
- Replies: 1
- Views: 250
[2.0.x] Localization breaks search on map
Factorio does not know how to lowercase/upercase Polish letters (ąćęłńóśźż), so when I search for coal (węgiel in Polish) it does not work if I use uppercase ę (Ę).
- Sun Oct 27, 2024 1:34 pm
- Forum: Ideas and Suggestions
- Topic: [2.x / space age] Placing bluepring with mining drills on water
- Replies: 1
- Views: 686
[2.x / space age] Placing bluepring with mining drills on water
When blueprint with mining drill is placed over water, even if mining drill will not be placed (due to lack of resources in that specific location) landfill is placed regardless
Expected behaviour: when placing blueprint, do not place landfill if there would be no building over it becaouse of any ...
Expected behaviour: when placing blueprint, do not place landfill if there would be no building over it becaouse of any ...
- Sun Jul 21, 2024 12:59 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 41244
Re: Friday Facts #420 - Fusion Reactor
Step #2: fussion trains 

- Thu Jul 11, 2024 2:11 pm
- Forum: Gameplay Help
- Topic: Bot orders per tick
- Replies: 6
- Views: 1601
Re: Bot orders per tick
So if I (for example) lauch big blueprint with (for example) plenty of solar panels, to keep with it I need to produce 3 solar panels per tick?