Search found 1150 matches
- Thu Mar 05, 2026 6:31 pm
- Forum: Pending
- Topic: [2.0.76] Quality Recipe Selection Selects on Mouse Up, Unlike all Other UI Elements
- Replies: 2
- Views: 281
Re: [2.0.76] Quality Recipe Selection Selects on Mouse Up, Unlike all Other UI Elements
in what way is this causing issues?
I would say maybe a quarter or half the time when I am trying to set a recipe or request for something with quality I end up setting it to normal by accident because I press enter (or e) while the mouse is still down. I have also seen this happen in videos on ...
- Thu Mar 05, 2026 6:24 am
- Forum: Pending
- Topic: [2.0.76] Quality Recipe Selection Selects on Mouse Up, Unlike all Other UI Elements
- Replies: 2
- Views: 281
[2.0.76] Quality Recipe Selection Selects on Mouse Up, Unlike all Other UI Elements
When selecting quality when setting a recipe, the quality selection only activates on mouse up, but every other part of the menu activates on mouse down. I believe this is a bug and not intended because it is only the case for this one part of the UI.
To see this behaviour, place an assembler and ...
To see this behaviour, place an assembler and ...
- Mon Mar 02, 2026 2:55 am
- Forum: Minor issues
- Topic: [2.0.76] fog-of-war edge is always off by one map-size pixel
- Replies: 1
- Views: 339
[2.0.76] fog-of-war edge is always off by one map-size pixel
The top left edge of the revealed area, or bottom right edge of the fog of war, is always shown using the bright "revealed" colors instead of the normal fog-of-war colors. This does not change at different zoom levels.
- Wed Feb 11, 2026 7:45 am
- Forum: Ideas and Suggestions
- Topic: Parameter "Output of" variable
- Replies: 14
- Views: 4684
Re: Parameter "Output of" variable
Equivalently, there could be "recipe of," and then you could make the assembler have the recipe of the output item instead of having the chest use the output of the recipe.
- Wed Feb 11, 2026 7:42 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Variable References Should Preserve Individual Constants
- Replies: 2
- Views: 1076
Re: Blueprint Variable References Should Preserve Individual Constants
+1
Currently you can get around this by changing the constant to something else, then when you are editing the parameters, make the default value whatever you actually want. I have been doing this but it is a little annoying.
Further improvement would be to allow player to merge two parameters ...
Currently you can get around this by changing the constant to something else, then when you are editing the parameters, make the default value whatever you actually want. I have been doing this but it is a little annoying.
Further improvement would be to allow player to merge two parameters ...
- Wed Feb 11, 2026 7:39 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 59
- Views: 20259
Re: Please add a button to add a new blueprint parameter variable
+1
It would also be nice if the parameters did not disappear when I modify the blueprint.
So far, I have been doing this by creating a combinator in the blueprint with some random signals, and then once I have set all the parameters, I save them and delete the combinator from the blueprint. The ...
It would also be nice if the parameters did not disappear when I modify the blueprint.
So far, I have been doing this by creating a combinator in the blueprint with some random signals, and then once I have set all the parameters, I save them and delete the combinator from the blueprint. The ...
- Wed Feb 11, 2026 6:33 am
- Forum: Ideas and Suggestions
- Topic: Allow flipping fluid-powered inserters
- Replies: 4
- Views: 555
Re: Allow flipping fluid-powered inserters
Since this is a bug and has been assigned, I think it should be moved from Ideas and Suggestions.Koub wrote:
- Wed Feb 11, 2026 6:28 am
- Forum: Ideas and Suggestions
- Topic: Allow Blueprint to Disconnect Wire Connections
- Replies: 2
- Views: 412
Allow Blueprint to Disconnect Wire Connections
https://forums.factorio.com/download/file.php?id=110620
As shown in the video, blueprints can add wires, but not remove them. This means that a pasted blueprint may be broken, even when super-force building, if it is being pasted over some existing wire connections. I propose that when placing a ...
As shown in the video, blueprints can add wires, but not remove them. This means that a pasted blueprint may be broken, even when super-force building, if it is being pasted over some existing wire connections. I propose that when placing a ...
- Wed Feb 11, 2026 5:48 am
- Forum: Ideas and Suggestions
- Topic: involve entity settings in undo-redo sequence
- Replies: 1
- Views: 354
Re: involve entity settings in undo-redo sequence
+1 for this suggestion
- Wed Nov 26, 2025 10:47 pm
- Forum: Duplicates
- Topic: [2.0.72] tooltip rounding incorrect
- Replies: 1
- Views: 309
[2.0.72] tooltip rounding incorrect
This machine should make 0.5/10*1.4 = 0.07 items per second, but it instead displays 0.06 on the tooltip.
- Sat Nov 15, 2025 4:32 am
- Forum: Ideas and Suggestions
- Topic: Make Half-Diagonal Rails into Two Blocks
- Replies: 0
- Views: 358
Make Half-Diagonal Rails into Two Blocks
TLDR
Split half-digonal rails, which are currently a single rail block, into two different blocks which are placed at the same time, so that signals can split them in half.
Currently, half-diagonal rails are one unusually long block, which results in strange and unintuitive behavior like the ...
Split half-digonal rails, which are currently a single rail block, into two different blocks which are placed at the same time, so that signals can split them in half.
Currently, half-diagonal rails are one unusually long block, which results in strange and unintuitive behavior like the ...
- Sat Nov 15, 2025 4:03 am
- Forum: Duplicates
- Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
- Replies: 4
- Views: 709
Re: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
I understand the reason why this is happening, I just think this is wrong. At least the graphics for this situation are incorrect, given that the two blocks are not shown as connected.
- Sat Nov 15, 2025 1:12 am
- Forum: Duplicates
- Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
- Replies: 4
- Views: 709
- Sat Nov 15, 2025 12:55 am
- Forum: Duplicates
- Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
- Replies: 4
- Views: 709
[2.0.72] Rail Signals do not split blocks in half-diagonal rails
11-14-2025, 16-47-21.png
As you can see, although I have a crossing with four signals, one on each end, the left side is still one block, despite the fact that at the crossing I can see the block being split into two pieces.
The behavior changes depending on where you build it too:
11-14-2025 ...
As you can see, although I have a crossing with four signals, one on each end, the left side is still one block, despite the fact that at the crossing I can see the block being split into two pieces.
The behavior changes depending on where you build it too:
11-14-2025 ...
- Tue Nov 11, 2025 6:19 am
- Forum: Ideas and Suggestions
- Topic: Linked rail
- Replies: 4
- Views: 2186
Re: Linked rail
Please add this. We have linked pipes now and it would be really useful for things like the space elevator.
Train pathfinder heuristic could just be +1000 for each surface transition, it doesn't matter if it is bad sometimes because adding it would be so good.
For the two joints, just pick that it ...
Train pathfinder heuristic could just be +1000 for each surface transition, it doesn't matter if it is bad sometimes because adding it would be so good.
For the two joints, just pick that it ...
- Tue Nov 11, 2025 3:44 am
- Forum: Not a bug
- Topic: [2.0.72] Clear Cursor Interferes with Confirm Window
- Replies: 2
- Views: 537
Re: [2.0.72] Clear Cursor Interferes with Confirm Window
Sorry, this is caused by the cursor enhancements mod's keybindings overriding the clear cursor keybind. It is not actually a bug.
- Sun Nov 09, 2025 5:55 am
- Forum: Not a bug
- Topic: [2.0.72] Clear Cursor Interferes with Confirm Window
- Replies: 2
- Views: 537
[2.0.72] Clear Cursor Interferes with Confirm Window
In the map view, when holding a blueprint made from copying, clear cursor does not work with this configuration.
In the same situation clear cursor does work when pressing enter using this configuration.
- Thu Nov 07, 2024 10:12 am
- Forum: Ideas and Suggestions
- Topic: Add abbreviation "h" for 100 in number boxes, like "k" for 1000
- Replies: 0
- Views: 481
Add abbreviation "h" for 100 in number boxes, like "k" for 1000
Currently, abbreviations for various numbers are "k" for 1000, "M" for 1000000, and "G" for 1000000000. These can be used when setting circuit network or other number box values for quicker typing. I propose the addition of the abbreviation "h" for 100. I commonly type the number 100, & it would be ...
- Sun Nov 03, 2024 1:37 am
- Forum: Ideas and Suggestions
- Topic: Add More Parameter Signals
- Replies: 1
- Views: 903
Add More Parameter Signals
Currently, there are ten parameter signals, which are very useful. However, they would be even more useful if there were more signals. Currently, if you want to make a generic crafting blueprint with two machines (so both take out of the same chest), you can only use it when the number of ...
- Sun Nov 03, 2024 1:30 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 59
- Views: 20259
Re: Please add a button to add a new blueprint parameter variable
I also would like a way to add more parameters without adding "dummy combinators."