+1 to this. I'm surprised we don't have this already, given how many similar QoL things were already added (drag to reorder for example, which is fantastic).
(Maybe it's secretly already been implemented for 2.1...!)
Search found 119 matches
- Mon Sep 22, 2025 11:20 am
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 23
- Views: 7971
- Mon Sep 22, 2025 11:16 am
- Forum: Outdated/Not implemented
- Topic: Option for Lingering Music
- Replies: 5
- Views: 440
Re: Option for Lingering Music
I'd also like to +1 having an option to finish playing the current track before switching.
It's cool that there's hidden settings for it! - but it should be available as a regular option, and not be based on an amount of time either :)
It's cool that there's hidden settings for it! - but it should be available as a regular option, and not be based on an amount of time either :)
- Mon Sep 22, 2025 8:17 am
- Forum: Ideas and Suggestions
- Topic: Bot Exclusion Zones
- Replies: 30
- Views: 28307
Re: Bot Exclusion Zones
Here's a possible way this could be implemented without causing pathfinding/performance hell:
1. Something I've always wanted is the ability to simply manually split roboport networks without having to keep roboports far enough away from each other for them not to combine. It might be a bit tricky ...
1. Something I've always wanted is the ability to simply manually split roboport networks without having to keep roboports far enough away from each other for them not to combine. It might be a bit tricky ...
- Wed Sep 10, 2025 7:14 am
- Forum: Gameplay Help
- Topic: Does pulsing requests to a cargo landing pad no longer work?
- Replies: 4
- Views: 505
Re: Does pulsing requests to a cargo landing pad no longer work?
FWIW I haven't seen this problem again since the update to 2.0.66, so I assume it was either a bug that was subsequently fixed without being mentioned in release notes (perhaps without the devs even noticing at all), or just one of those weird extremely rare edge cases.
If it happens again I'll ...
If it happens again I'll ...
- Thu Sep 04, 2025 5:42 pm
- Forum: Gameplay Help
- Topic: Does pulsing requests to a cargo landing pad no longer work?
- Replies: 4
- Views: 505
Re: Does pulsing requests to a cargo landing pad no longer work?
Does that explain why single-tick requests are, intermittently, outright ignored though?
I understand that there's a cooldown, but sometimes I can watch the platform/landing pad for several minutes and nothing drops at all, despite requests being pulsed with no items in the landing pad.
I understand that there's a cooldown, but sometimes I can watch the platform/landing pad for several minutes and nothing drops at all, despite requests being pulsed with no items in the landing pad.
- Thu Sep 04, 2025 9:40 am
- Forum: Gameplay Help
- Topic: Does pulsing requests to a cargo landing pad no longer work?
- Replies: 4
- Views: 505
Does pulsing requests to a cargo landing pad no longer work?
I took about a 6 month break from Factorio, then carried on with my save about a week ago. I run the Steam stable version so it updated by something like 40 patch versions to 2.0.60.
Since you cannot set minimum payload sizes for cargo drops (from platform to planet) (gosh, I wish they would ...
Since you cannot set minimum payload sizes for cargo drops (from platform to planet) (gosh, I wish they would ...
- Mon Sep 01, 2025 12:32 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 7412
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
I haven't tried this out yet since I run the stable branch, but from the way it's written it sounds like it'd be useful.
Maybe make it a setting?
Maybe make it a setting?
- Tue Jan 28, 2025 6:31 am
- Forum: Ideas and Suggestions
- Topic: Cargo landing pads should act more like buffer chests
- Replies: 18
- Views: 3150
Re: Cargo landing pads should act more like buffer chests
Are passive chests useful? I think NO.
As someone who generally plays without logistic bots: I use passive providers on every assembler output in my mall, storage generally just for deconstruction, and don't use the other three. So can't agree with you there.
On Gleba, where I did use logistic ...
- Sat Jan 25, 2025 9:59 am
- Forum: Ideas and Suggestions
- Topic: Aquilo: add an upgraded roboport that won't freeze
- Replies: 7
- Views: 1310
Re: Aquilo: add an upgraded roboport that won't freeze
Would having a train (instead of robots) deliver the fuel for that local heating tower work for your design requirements?
That... is a neat idea, which I hadn't thought of, and it would definitely work , but given that roboports have to be placed every 50 tiles, it really sounds like overkill ...
- Sat Jan 25, 2025 9:52 am
- Forum: Ideas and Suggestions
- Topic: Rail and train "immunity" needs to be explained to the player
- Replies: 3
- Views: 1338
Re: Rail and train "immunity" needs to be explained to the player
I think the most worse thing of the tips&tricks related to Aquilo is, that it doesn't tell you to take vast amounts of stuff with you, e.g. stacks of heatpipes, pipes, inserters, concrete etc. and everything to build a rocket silo and a rocket, to be able to escape Aquilo again.
Actually, that ...
- Thu Jan 23, 2025 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Aquilo: add an upgraded roboport that won't freeze
- Replies: 7
- Views: 1310
Aquilo: add an upgraded roboport that won't freeze
If you want to make a self-expanding construction network you ultimately need nothing more than electric poles and roboports outside your "mall" area.
Back on Vulcanus when I wanted to add a long rail line remotely, I already had a full mall setup with roboports and construction bots, so I just ...
Back on Vulcanus when I wanted to add a long rail line remotely, I already had a full mall setup with roboports and construction bots, so I just ...
- Thu Jan 23, 2025 6:19 pm
- Forum: Ideas and Suggestions
- Topic: Rail and train "immunity" needs to be explained to the player
- Replies: 3
- Views: 1338
Rail and train "immunity" needs to be explained to the player
The in-game Factoriopedia gives you briefings on planets. For Fulgora and Aquilo these are really misleading in one particular way.
Fulgora's entry doesn't explain that rails (and related entities like signals), and trains, are immune from lightning strikes. Back when I first set up Fulgora I ...
Fulgora's entry doesn't explain that rails (and related entities like signals), and trains, are immune from lightning strikes. Back when I first set up Fulgora I ...
- Thu Jan 23, 2025 7:59 am
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 17
- Views: 3313
Re: Automated landfill should be optional
I would also like an option to turn off automatically destroying cliffs in the same circumstances (when using them as walls on Nauvis, or for aesthetics).
Ha, yes! +1 to this too.
So far I have deliberately avoided researching cliff explosives, for this exact reason... which created the ...
- Fri Jan 10, 2025 7:57 am
- Forum: Ideas and Suggestions
- Topic: Replace signal value slider with useful constants like stack size
- Replies: 2
- Views: 581
Re: Replace signal value slider with useful constants like stack size
+1
Also, a button to toggle positive/negative would be great. I frequently use constant combinators with negative values as it's a more compact way of calculating "how many items remaining".
I don't think the x100 and /100 buttons are needed, you can just click x10 or /10 twice.
Also, a button to toggle positive/negative would be great. I frequently use constant combinators with negative values as it's a more compact way of calculating "how many items remaining".
I don't think the x100 and /100 buttons are needed, you can just click x10 or /10 twice.
- Thu Dec 26, 2024 3:11 pm
- Forum: Implemented Suggestions
- Topic: Paste sound barely audible -- pls make louder
- Replies: 1
- Views: 557
- Thu Dec 26, 2024 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Interface Request: Hide minimap when hovering an entity
- Replies: 14
- Views: 3052
Re: Interface Request: Hide minimap when hovering an entity
I only have 2 pins at the moment, so that wouldn't give me much extra space. Even with 0 pins some things don't show the full tooltip - e.g. logistic network storage.
An alternative solution to avoid the minimap jumping around would simply be to put the minimap at the top.
An alternative solution to avoid the minimap jumping around would simply be to put the minimap at the top.
- Wed Dec 25, 2024 1:43 pm
- Forum: Ideas and Suggestions
- Topic: Interface Request: Hide minimap when hovering an entity
- Replies: 14
- Views: 3052
Re: Interface Request: Hide minimap when hovering an entity
+1ish, because...
I don't want "auto-hide minimap while hovering an entity", I want "auto-hide everything on the right EXCEPT the minimap when hovering an entity".
So: While hovering, hide research, hide the buttons under research, and hide the pins. Leave the minimap visible for reasons explained ...
I don't want "auto-hide minimap while hovering an entity", I want "auto-hide everything on the right EXCEPT the minimap when hovering an entity".
So: While hovering, hide research, hide the buttons under research, and hide the pins. Leave the minimap visible for reasons explained ...
- Wed Dec 25, 2024 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 17
- Views: 3313
Re: Automated landfill should be optional
+1, landfill (/tiles) should only be placed with super-force-building.
- Wed Dec 25, 2024 1:32 pm
- Forum: Ideas and Suggestions
- Topic: Show planet art in the background below space platforms while in orbit
- Replies: 32
- Views: 6972
Re: Show planet art in the background below space platforms while in orbit
I actually feel I need to -1 this... Or at least request that if this is added, have an option somewhere in graphics options to turn it off.
I really like the current vibe from being on a space platform - like "you're all alone it's just you and the stars" - I'd really miss this if there were ...
I really like the current vibe from being on a space platform - like "you're all alone it's just you and the stars" - I'd really miss this if there were ...
- Mon Dec 23, 2024 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Add a toggle to disable the jetpack
- Replies: 8
- Views: 2201
Re: Add a toggle to disable the jetpack
+1 from me too, having just obtained the mech suit.
It's such a simple QoL feature - they're probably secretly working on it already
It's such a simple QoL feature - they're probably secretly working on it already
