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  <title>Ideas for Modulus</title>
  <subtitle>Ideas for Modulus as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://modulus-feedback-and-suggestions.featureupvote.com"/>
  <id>brd_ce54qpxspmfvomk</id>
  <updated>2026-02-19T16:30:47Z</updated>
  <entry>
    <title>Give us tools to manage our factories</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/718641/give-us-tools-to-manage-our-factories"/>
    <id>sug_fne1ocwtibinyhu</id>
    <published>2026-06-25T14:32:20Z</published>
    <updated>2026-06-25T14:32:20Z</updated>
    <content type="text/plain">This is a great game that I have addiction issues with :) Here's what I'd like to see in the next release.. How about maps that show you different aspects of your factories? e.g. Show me a map of all my factories with I/O info and a link to each factory.  I find the Mini map difficult to use.  I waste lots of time trying to figure out where everything is! Give us management tools!!!!  Thanks</content>
  </entry>
  <entry>
    <title>Allow more keyboard modifiers to shortcuts.</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/717627/allow-more-keyboard-modifiers-to-shortcuts"/>
    <id>sug_arbmlqf8nisqjxt</id>
    <published>2026-06-19T21:53:23Z</published>
    <updated>2026-06-19T21:53:23Z</updated>
    <content type="text/plain">I'm a blender user and I have a lot of my hotkeys bound to the muscle memory from the program. one shortcut key that is plaguing me right now is CTRL+SHIFT+Z. currently we can only do one held modifier at a time. can we have more keyboard settings like that?</content>
  </entry>
  <entry>
    <title>Ability to quickly measure lengths/areas</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/717304/ability-to-quickly-measure-lengthsareas"/>
    <id>sug_umfzofvky5yldgb</id>
    <published>2026-06-17T16:10:35Z</published>
    <updated>2026-06-17T16:10:36Z</updated>
    <content type="text/plain">Not a huge deal by any means, just a little "nice to have" idea, but especially when I'm working on compacting a layout for a blueprint, it'd be cool if there were a quick way to check the dimensions of it rather than manually counting tiles or temporarily placing down multiple objects of known length. And it's the kind of thing that I think people would quickly find other neat little uses for. I'm envisioning something like what Terraria has (see attached image), though of course it'd probably need to be two clicks or a click and drag since there's no player character to pin one corner of the measurement to.</content>
  </entry>
  <entry>
    <title>Make modules lie flat on belt (Rotate/Reorient ability?)</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/716786/make-modules-lie-flat-on-belt-rotatereorient-ability"/>
    <id>sug_vxlksxkdk8bequx</id>
    <published>2026-06-13T18:20:02Z</published>
    <updated>2026-06-13T18:20:02Z</updated>
    <content type="text/plain">I dont care if it is a feature of all operators, or a dedicated operator.. but I would like to be able to make a module lie flat on the belt so you can better see what it is when at a top-down view.</content>
  </entry>
  <entry>
    <title>Copy/pasting config structures should re-assign the cranes</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/716609/copypasting-config-structures-should-reassign-the-cranes"/>
    <id>sug_trsbnrnuxboayyb</id>
    <published>2026-06-12T14:23:39Z</published>
    <updated>2026-06-12T14:23:39Z</updated>
    <content type="text/plain">I often find myself redesigning the cranes around them and having to redo them for other buildings as well. Currently using the copy paste config (Ctrl right click and then left click) on the big structures doesn't do much apart from some animations. They could redo all the cranes around the building in the configuration of the source.</content>
  </entry>
  <entry>
    <title>2-dimensional Advanced Cutter - cutters rework</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/715636/2dimensional-advanced-cutter-cutters-rework"/>
    <id>sug_hpzq8ggyq3jau5t</id>
    <published>2026-06-08T03:54:48Z</published>
    <updated>2026-06-08T03:54:48Z</updated>
    <content type="text/plain">In my playthrough I only used advanced cutter to cut 12x12x12 blocks, never once for ability to split on any 1-d axis. Splitting on any axis, would require pairing 2-dimensional cutter with filter, which takes a lot of space, and most of the time you can save space.&#13;
&#13;
My proposal is adding ability for advanced cutter to cut in 2 dimensions. &#13;
&#13;
This would be in line with advanced mergers/advanced staplers which often replace two machines, due to merger taking 3 inputs, stapler making two holes.&#13;
&#13;
Most of the time, stapler/advanced stapler does better job at splitting 1d piece into 4 pieces, while taking less space. Having two, pacing of 4x1 advanced stapler + 1x1 sorter results into a weird 5x2 shape, never worth it my full playthrough.&#13;
&#13;
Use cases:&#13;
- I use 8x8x8 cubes as input for all my production lines, often I need to cut cubes into proper shapes, like into 4x4x8, 4x2x8,4x1x8, 1x1x8, etc. Advanced cutter would help save some space.&#13;
- Often, I need to split final output into 2x2 pieces, requiring chain of 2 cutters. Having 2-d cutter would simplify things.</content>
  </entry>
  <entry>
    <title>Message Log</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/715579/message-log"/>
    <id>sug_9hogewwuy5h2xys</id>
    <published>2026-06-07T18:14:30Z</published>
    <updated>2026-06-07T18:14:30Z</updated>
    <content type="text/plain">Sometimes I miss the last announcement....I hear it, but im busy and then by the time I think about going to see what it is, the message has disappeared.  A running message log should be available like Freighers, Minima's, etc......toggle a window on/off.</content>
  </entry>
  <entry>
    <title>Allow monuments to only consume datashards when there is demand for the energy</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/715576/allow-monuments-to-only-consume-datashards-when-there-is-demand-for-the-energy"/>
    <id>sug_jistgbqtuiengcs</id>
    <published>2026-06-07T18:00:44Z</published>
    <updated>2026-06-07T18:00:43Z</updated>
    <content type="text/plain">Case in point - if red pigment production is full and the crimsonite printer cannot produce more crimsonite, then there is no reason for the Grey Nexus to keep burning data shards.  Instead of having to manually monitor this, there should be a checkbox to indicate that if no buildings are demanding Grey energy then don't consume Grey data shards.</content>
  </entry>
  <entry>
    <title>Global visibility to errors</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/715574/global-visibility-to-errors"/>
    <id>sug_y8g0t6c80tjpy3s</id>
    <published>2026-06-07T17:57:17Z</published>
    <updated>2026-06-07T17:57:16Z</updated>
    <content type="text/plain">Either for all objects, or configurable for individual objects - make it possible to see a list / log of current "X" /errors regardless of what island it is occurring on (and a "jump to" button of course)....it would be very helpful to know sooner when something goes wrong on a island not currently in view.</content>
  </entry>
  <entry>
    <title>Alert / Validation object</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/715573/alert-validation-object"/>
    <id>sug_vvo95wewjsz79fk</id>
    <published>2026-06-07T17:55:11Z</published>
    <updated>2026-06-07T17:55:11Z</updated>
    <content type="text/plain">I would like a way to place an object and tell it to raise an error/"X"/alert if an unexpected item passes through it.  It could be a feature of a counter or storage unit or a standalone object.  (I think counter makes the most sense ... it already exists, doesn't need to collect items and already serves a similar diagnostic purpose).</content>
  </entry>
  <entry>
    <title>Freight Hub Route Editing Enhancements</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/715572/freight-hub-route-editing-enhancements"/>
    <id>sug_ycfy51kf64nkten</id>
    <published>2026-06-07T17:51:58Z</published>
    <updated>2026-06-07T17:51:57Z</updated>
    <content type="text/plain">1. Allow reordering of stops....i.e. let me drag and drop the 5th stop to now make it the 3rd...or some games have an up and down arrow on each list item which is fine too.&#13;
2. Insert new stop in between existing - if I have a route setup that collects resources from different islands and returns them to the hub, it may be A-&gt;H-&gt;B-&gt;H-&gt;C-&gt;H...well if I now want to add D which is near A and let the freighter make two stops before dumping at the hub, it is very tedious to make it now start with A-&gt;D-&gt;H-&gt;etc..&#13;
3. While there are cases that I have a stop both drop off and pick up, it is rare... the UI should show what is in the drop off slots if a drop off action is chosen ... it could even be sensitive to this slot by slot...maybe color code the borders to show where the inventory shown is the pickup or drop-off slot...currently you have to go to the hub to see what is in the drop-off slots to help you make (or at least double check) your choices.&#13;
4. Set filters on slots to only allow a specific item to be delivered - reduce possibility for error... delivering the wrong resource accidentally can really screw you up, especially if it happens on an island you aren't paying attention to for a while.</content>
  </entry>
  <entry>
    <title>Red tier module challenges</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/715537/red-tier-module-challenges"/>
    <id>sug_b4ycdxcuh8jgiko</id>
    <published>2026-06-07T11:16:21Z</published>
    <updated>2026-06-07T11:16:21Z</updated>
    <content type="text/plain">After the player unlocks red pigment on the Challenges page a new set of challenges should unlock/glitch in that feature red.  For example:&#13;
MOD-J: Red, White, Black&#13;
MOD-K: Red, White, Black, Blue&#13;
MOD-L: Red, White, Black, Yellow&#13;
MOD-M: All 5 colors</content>
  </entry>
  <entry>
    <title>More resources \ less empty islands (free-form map)</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714963/more-resources-less-empty-islands-freeform-map"/>
    <id>sug_fjrfyj7lgaeappk</id>
    <published>2026-06-03T21:23:37Z</published>
    <updated>2026-06-03T21:23:37Z</updated>
    <content type="text/plain">Free form map has around 8 empty islands(big islands), and several islands with half the amount of resources (2x8)&#13;
&#13;
building up my factory i've scaled each island to be a mono-factory, so one island for blue dye, one island for yellow dye etc.&#13;
in addition i've scaled my research to 4x full belts of white datashards and x2 full belts of blue datashards&#13;
currently i do not have any islands dedicated to creation of bots.&#13;
at this point of the game i have finished all bot targets up to hyperbots and need to start working on regular yellow bots.&#13;
&#13;
having scaled my production to these, IMO reasonable, production goals i've found that i have almost completely run out of usable polyrock. &#13;
to create a reasonable amount of yellow cores for either science or bot manufacturing i would need to scale down my previous creations&#13;
&#13;
this issue combined with the fact that there are a plenitude of completely empty islands is a bit irritating. if the goal of the free-form map was so that we can build modular and high throughput factories then there are simply not enough resources on the map to effectively do so.</content>
  </entry>
  <entry>
    <title>Allow sideloading tunnels for better compactness.</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714812/allow-sideloading-tunnels-for-better-compactness"/>
    <id>sug_2zjlibnb3dpg24z</id>
    <published>2026-06-02T21:44:16Z</published>
    <updated>2026-06-02T21:44:16Z</updated>
    <content type="text/plain">I think an important aspect about this game is the satisfaction, and dopamine hit, of making very compact builds. &#13;
I've consistently come into situations where a build could be considerably more compact, if i could somehow utilize that one (usually building exit) tile and send the product "sideways", to be processed by a different branch. I'm talking specifically about the tunnel entry, not the exits.&#13;
&#13;
A few "tools" like this, could increase the ability to be creative, allowing in greater design diversity in areas where one is limited by rivers/edges/other buildings.</content>
  </entry>
  <entry>
    <title>Storage Capacity should always be &gt;= Freight Load Size</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714633/storage-capacity-should-always-be-freight-load-size"/>
    <id>sug_5xgqtzs99t4ap5s</id>
    <published>2026-06-01T21:03:42Z</published>
    <updated>2026-06-01T21:03:42Z</updated>
    <content type="text/plain">I have no issue with the current 1024 storage capacity size, especially given you can stack them if you really want more...with one exception - later in the game freight load size grows to the point where it exceeds storage capacity and at that point you need multiple storage units to contain / relocate a single freight load and that gets irritating and unnecessarily tedious.  I would grow the two in tandem with each other...like if freight size grows 50%, just grow storage by the same....or even synchronize the amounts entirely.  I would have no problem with storage capacity starting at a lower amount in the early game and it would make the upgrades more valuable.</content>
  </entry>
  <entry>
    <title>Set filter on storage</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714621/set-filter-on-storage"/>
    <id>sug_kx3mdeutibfjn1n</id>
    <published>2026-06-01T20:05:50Z</published>
    <updated>2026-06-01T20:05:50Z</updated>
    <content type="text/plain">I would like to be able to set a storage unit to only accept a specific shape/color combination and have it reject anything else just as it does when it has an item in it.  the problem is that when it empties out, it will allow anything else in... and sometimes that is the wrong item and then that storage locks out all the right items.... or worse, it looks like everything is fine while it keeps letting the wrong items through and it takes a longer time for you to notice something went wrong.    even if I couldn't set it manually, at least let a storage unit have "memory" of the last unit in it an keep that restriction until the player hits clear/reset.&#13;
&#13;
I would also want the freight hub silos to work the same way... it is brutal when the wrong item accidentally winds up in your freight hub and then that error gets distributed throughout your whole world... it can take hours to fix.  (I say this from first hand experience :( )</content>
  </entry>
  <entry>
    <title>Restrictive Naming Policy for Drop Off Locations</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714404/restrictive-naming-policy-for-drop-off-locations"/>
    <id>sug_y82vsvzdit6lvsc</id>
    <published>2026-05-31T01:25:02Z</published>
    <updated>2026-05-31T01:25:03Z</updated>
    <content type="text/plain">I'm trying to name my drop off locations with names that have build in notes of what they are. when I am trying to make short names or add names with special characters, they game won't let me. &#13;
Normally, in Website or database security, you would sanitize name fields so people won't brake into stuff they shouldn't. but in a game? It just hinders the power/advanced users.</content>
  </entry>
  <entry>
    <title>Improved Factory Management tools</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714356/improved-factory-management-tools"/>
    <id>sug_en5rnccmzrbz1bd</id>
    <published>2026-05-30T13:57:54Z</published>
    <updated>2026-05-30T13:57:53Z</updated>
    <content type="text/plain">I love this game.  However,  I find the lack of "factory management tools" frustrating as my factory gets more complex. For example, I would like to see a map that just shows factories, which is clickable so you can easily navigate.  I find the current mini-map confusing and almost useless as it has too much information. Also nice would be summarized views of the efficiencies of all my factories, so that I can easily see what is working and what is not.   Thanks</content>
  </entry>
  <entry>
    <title>Improve the fidelity of the Advanced Fabricator</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714355/improve-the-fidelity-of-the-advanced-fabricator"/>
    <id>sug_j8w4pvi9uchdnsw</id>
    <published>2026-05-30T13:46:39Z</published>
    <updated>2026-05-30T13:46:39Z</updated>
    <content type="text/plain">Assembling more complex objects in the fabricator is very challenging because the mouse lacks the fidelity to precisely position objects in 3D.  e.g. the 8 legged cow was VERY difficult to assemble because objects were hard to move.  Could you provide full keyboard support for positioning objects?  i.e. use arrow keys to move an object in any direction.  Thanks</content>
  </entry>
  <entry>
    <title>Flipping assembly should not change output (or cause red x)</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714245/flipping-assembly-should-not-change-output-or-cause-red-x"/>
    <id>sug_kcyajahmkqs5vqb</id>
    <published>2026-05-29T16:03:48Z</published>
    <updated>2026-05-29T16:03:47Z</updated>
    <content type="text/plain">If an assembler is combining different parts and you copy, then flip the assembler and try to feed it the same parts in the left and right outputs, it will get stuck....or if you reverse the left/right feeds while refactoring your layout...as long as the same 2 or 3 pairs are being fed in, it should be agnostic to which input is used.  FYI, I do like that it seems to care about shape, but not color so you can copy/paste a white setup to yellow.</content>
  </entry>
  <entry>
    <title>Show dimensions on tooltips</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714244/show-dimensions-on-tooltips"/>
    <id>sug_j7rh0iytejwvxk2</id>
    <published>2026-05-29T15:57:41Z</published>
    <updated>2026-05-29T15:57:41Z</updated>
    <content type="text/plain">it is hard to tell the difference between an 8x8x8 cube and a 12x12x12 cube when looking at the tooltips depending on your screen size and resolution (im on steam deck at medium).  it would also be useful in general to point at a shape on a belt and see a tooltip with its dimensions.</content>
  </entry>
  <entry>
    <title>Mouse drag controls consistent across Factory View, Tech Tree, and Minimap</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714214/mouse-drag-controls-consistent-across-factory-view-tech-tree-and-minimap"/>
    <id>sug_ullsqwezu0vdlns</id>
    <published>2026-05-29T12:40:01Z</published>
    <updated>2026-05-29T12:40:00Z</updated>
    <content type="text/plain">I rarely rotate the camera around the factory, but I move around the map very often. Because of that, I swapped RMB and MMB in the control settings.&#13;
&#13;
The main reason is that pressing MMB can be uncomfortable, especially when it is used often for moving around the map. On some mice, the middle mouse button is quite stiff and requires a lot of force. Holding RMB is much easier and more comfortable.&#13;
&#13;
In Factory View, this works well. I can hold RMB and move the camera around the factory.&#13;
&#13;
But in the Tech Tree, RMB does not work for moving the view. I still have to use MMB or LMB. On the Minimap, RMB drag also does not work. It mostly uses click-to-jump behavior instead.&#13;
&#13;
Could the Tech Tree and Minimap use the same remapped mouse controls as the Factory View?</content>
  </entry>
  <entry>
    <title>Make Facilities show items/m instead of the n/x - or in addition to the n-number of cranes.</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/714033/make-facilities-show-itemsm-instead-of-the-nx-or-in-addition-to-the-nnumber-of-c"/>
    <id>sug_of2taammdoysipx</id>
    <published>2026-05-28T14:02:13Z</published>
    <updated>2026-05-28T14:02:13Z</updated>
    <content type="text/plain">The facility buildings are the only building type that does not show items/minute scales, it only shows n-number of cranes.&#13;
The information that is shown under the items is n/x items required for building present. In a game about making as much as possible per minute, I don't really care if there's enough items for a build. &#13;
&#13;
This is a QoL suggestion, as its goal is to improve the readability of the facility. The information is already technically, but the cranes are harder to read than a plain number.</content>
  </entry>
  <entry>
    <title>Add blueprints to the module select screen</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713969/add-blueprints-to-the-module-select-screen"/>
    <id>sug_hz4rvkiqzux5msz</id>
    <published>2026-05-28T05:02:25Z</published>
    <updated>2026-05-28T05:02:25Z</updated>
    <content type="text/plain">Hi i was wondering if we could be able to pin a blueprint to the module select screen?</content>
  </entry>
  <entry>
    <title>Option to output advanced stamper byproducts as either connected (as current) or disconnected</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713898/option-to-output-advanced-stamper-byproducts-as-either-connected-as-current-or-d"/>
    <id>sug_fzcqtkscy4keeuk</id>
    <published>2026-05-27T19:39:11Z</published>
    <updated>2026-05-27T19:39:11Z</updated>
    <content type="text/plain">while it is desirable to have the pieces linked in some cases, I think more often they get used separately and it seems a little strange to "cut" two pieces apart that are already separate but only have an invisible attachment.  the advanced cutter will output a variable number of items, so why can't the stamper do the same?</content>
  </entry>
  <entry>
    <title>Mac Support / macOS Version</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713839/mac-support-macos-version"/>
    <id>sug_dzgxgen8l6lqbk0</id>
    <published>2026-05-27T14:05:22Z</published>
    <updated>2026-05-27T14:05:22Z</updated>
    <content type="text/plain">Hey! First of all, really enjoying the game so far.&#13;
&#13;
I wanted to ask if there’s any plan or intention to support macOS in the future. A lot of Mac users would probably love to play the game natively instead of relying on workarounds or cloud gaming solutions.&#13;
&#13;
Even if it’s not planned yet, it would be awesome to know if it’s something the team has considered &#128064;</content>
  </entry>
  <entry>
    <title>Show factory dimensions upon region selection.</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713806/show-factory-dimensions-upon-region-selection"/>
    <id>sug_uilhvtphda22z0t</id>
    <published>2026-05-27T10:46:17Z</published>
    <updated>2026-05-27T10:46:16Z</updated>
    <content type="text/plain">It would be nice to show in the UI when selection region it's dimensions like in Arknights: Endfield. For example, when selection region it's useful to know that factory, for example 7x23, this allows to easily compare factory sizes when doing optimizations.&#13;
&#13;
Currently, I'm forced into counting squares one by one.</content>
  </entry>
  <entry>
    <title>Infinite modules mode for post-game</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713757/infinite-modules-mode-for-postgame"/>
    <id>sug_aq6llnkfl0m17kj</id>
    <published>2026-05-27T00:55:22Z</published>
    <updated>2026-05-27T00:55:22Z</updated>
    <content type="text/plain">After finishing the main game goals (delivery/challenges/gate) it would be great to have a mode that requires delivery of random modules similar to Shapez 2&#13;
Some observations:&#13;
* Generating interesting 3D shapes could be a harder problem than it seems. Devs played with this with odd module sizes for example. Making these kind of challenges in a procedural/generative way can be harder that expected (users could contribute their algorightms for this).&#13;
* Shapez 2 has logic gates and scanning funcionalities that lead to the creation of the MAM (Make Anything Machine: https://steamcommunity.com/sharedfiles/filedetails/?id=2301917022). Not sure if its withingthis game vision.</content>
  </entry>
  <entry>
    <title>Font Size</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713498/font-size"/>
    <id>sug_qeacudpvyy8m4rt</id>
    <published>2026-05-24T22:27:31Z</published>
    <updated>2026-05-24T22:27:31Z</updated>
    <content type="text/plain">The font is very tiny and some of the color pallets (Such as white font on yellow background) is very difficult to impossible to read. It would be amazing to have an accessibility option to increase the font size.</content>
  </entry>
  <entry>
    <title>Tech tree search, broader terms</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713470/tech-tree-search-broader-terms"/>
    <id>sug_eaqfzrqfppbqlc2</id>
    <published>2026-05-24T16:04:07Z</published>
    <updated>2026-05-24T16:04:07Z</updated>
    <content type="text/plain">Some of the nodes don't have text that includes keywords that are definitely related. For example, coolant drone speed upgrade nodes are not found when I search for coolant.</content>
  </entry>
  <entry>
    <title>Press enter in tech search to jump to the next result in the tree</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713469/press-enter-in-tech-search-to-jump-to-the-next-result-in-the-tree"/>
    <id>sug_pvtukptad6xhsfd</id>
    <published>2026-05-24T16:03:13Z</published>
    <updated>2026-05-24T16:03:13Z</updated>
    <content type="text/plain">Even with things highlighted, I still have to scroll around a lot to spot where things are (as we can't zoom out enough to see everything at once). Pressing enter to zoom to the next actual spot in the tree would be very helpful.</content>
  </entry>
  <entry>
    <title>Tech search when clicking into the box, select all</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713467/tech-search-when-clicking-into-the-box-select-all"/>
    <id>sug_ub81w5reh9epdve</id>
    <published>2026-05-24T16:02:10Z</published>
    <updated>2026-05-24T16:02:10Z</updated>
    <content type="text/plain">It seems like perhaps it half-does this, and then bugs out. For a frame I see it fully selected. Then only the last character is selected or something? Very odd.</content>
  </entry>
  <entry>
    <title>Display previous tutorial messages</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/713112/display-previous-tutorial-messages"/>
    <id>sug_niviuuhfksajl1u</id>
    <published>2026-05-21T21:55:22Z</published>
    <updated>2026-05-21T21:55:21Z</updated>
    <content type="text/plain">When I unlocked the crimson section of the tech tree, the tutorial gave me a lot of useful information about printers and charges and such, which I promptly forgot. It would be great to be able to go back and see past tutorial messages.</content>
  </entry>
  <entry>
    <title>Button to clear tech tree search</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/712900/button-to-clear-tech-tree-search"/>
    <id>sug_r8rxudyhhuds5v7</id>
    <published>2026-05-20T20:49:20Z</published>
    <updated>2026-05-20T20:49:20Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>QoL - Building inputs (Crane maths) &amp; New achievement</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/712815/qol-building-inputs-crane-maths-new-achievement"/>
    <id>sug_z1i7b5jafplg1xn</id>
    <published>2026-05-20T14:07:42Z</published>
    <updated>2026-05-20T14:07:41Z</updated>
    <content type="text/plain">1. Appreciate there's a tooltip for showing the resources a building will use based on crane amounts per second, but no one likes more maths:&#13;
- Show exactly how many of each resources will be used per minute. There's a post on Reddit about this: https://www.reddit.com/r/Modulus/comments/1sdtc6i/quick_question_can_anyone_help_me_understand_the/ - Specifically the response from Avatar3164 (At the bottom) - Making this simpler and visible in the UI would probably make user lives easier.&#13;
&#13;
2. Achievement for finishing all the challenges. There's one for the tech tree, why not challenges?</content>
  </entry>
  <entry>
    <title>Add another tier of challenges please</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/712784/add-another-tier-of-challenges-please"/>
    <id>sug_gipavs071a84ebn</id>
    <published>2026-05-20T11:48:14Z</published>
    <updated>2026-05-20T11:48:14Z</updated>
    <content type="text/plain">You just do not get enough yellow science and even with 2 Superior Processing Plants the last few yellow techs take forever to unlock.&#13;
Instead of doubling those I'd rather use to space for another interesting challenge.&#13;
&#13;
MOD-I rewarded (80+120+160) x 3 = 1080 yellow science, I say a tier above this would be a nice step towards Mech Assembly: Large, all those crane and skyline updates and whatever the red tier requires.</content>
  </entry>
  <entry>
    <title>Need to have a Global science production and consumption rate counter</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/711481/need-to-have-a-global-science-production-and-consumption-rate-counter"/>
    <id>sug_elpw8vae3z4i6ym</id>
    <published>2026-05-11T19:53:33Z</published>
    <updated>2026-05-11T19:53:33Z</updated>
    <content type="text/plain">Its not easy as my savefile exceeds 50 hours to quickly ascertain how much of a certain science I am producing per minute, especially given the interdependencies of higher tier science. A global counter would really help in that regard.</content>
  </entry>
  <entry>
    <title>monument charge active toggle</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/711236/monument-charge-active-toggle"/>
    <id>sug_mwpqa6jsgaqy1jk</id>
    <published>2026-05-10T06:37:20Z</published>
    <updated>2026-05-10T06:37:20Z</updated>
    <content type="text/plain">i think if you turn off the monument with the toggle, it shouldn't consume any shards, including the stored ones. off means off, not just turn off cranes. if i want to stop consumption i can break the feeder belt. although being these are the only buildings that consume and store, you could have a separate toggle too, i guess. as long as i can disable it completely.</content>
  </entry>
  <entry>
    <title>Displaying platforms shouldn't spoil progression</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/711154/displaying-platforms-shouldnt-spoil-progression"/>
    <id>sug_7wy3bbmlim21czk</id>
    <published>2026-05-09T14:56:01Z</published>
    <updated>2026-05-09T14:56:01Z</updated>
    <content type="text/plain">It's cool that you cannot see all the tech tree etc from the beginning, starting from the idea of only monochrome and blue/yellow stuff. But displaying platforms spoil future paintings and even paint mix apparently. Not sure exactly it may even be a bug, but it would be nice to keep surprizing about how much content is ahead yet.</content>
  </entry>
  <entry>
    <title>crimsonite printer red pigment</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/711127/crimsonite-printer-red-pigment"/>
    <id>sug_wun2n97giwvxsfj</id>
    <published>2026-05-09T09:00:20Z</published>
    <updated>2026-05-09T09:00:20Z</updated>
    <content type="text/plain">the crimsonite printer should be before the red pigment building. i had to wiki and google why i couldnt find red substance. if you have to look it up, its not a good mechanic. i saw there were a lot of people asking the same question.</content>
  </entry>
  <entry>
    <title>Allow user to name or assign module to appear in minimap over an item.</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/710719/allow-user-to-name-or-assign-module-to-appear-in-minimap-over-an-item"/>
    <id>sug_6fxlwdvzukdj4wz</id>
    <published>2026-05-06T22:55:36Z</published>
    <updated>2026-05-06T22:55:36Z</updated>
    <content type="text/plain">Pretty much title. It would be IMMENSELY helpful (at least for me ;)) if there was like a cosmetic item or similar you can place on an island which allows the player to see text within the bounds of the drawn island on the minimap, or allow a symbol/modules or multiple to appear in the minimap.</content>
  </entry>
  <entry>
    <title>Camera Bookmarks</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/710360/camera-bookmarks"/>
    <id>sug_zfmgtzmiylkencf</id>
    <published>2026-05-05T11:02:46Z</published>
    <updated>2026-05-05T11:02:45Z</updated>
    <content type="text/plain">Allow the player to save camera bookmarks and either have a clickable list or assigned hotkeys (f keys maybe?). Will make navigation between different production areas easier and more fluid. Could also make things more accessible for those who have difficulty using wasd or the mouse to navigate.</content>
  </entry>
  <entry>
    <title>Restore UI things on-load</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/710274/restore-ui-things-onload"/>
    <id>sug_rb9sug7amjwyjdk</id>
    <published>2026-05-04T16:16:25Z</published>
    <updated>2026-05-04T16:16:24Z</updated>
    <content type="text/plain">For example, the tech tree view, and open panels like the module viewer.</content>
  </entry>
  <entry>
    <title>Add more guidelines in the builder to make counting easier</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/710029/add-more-guidelines-in-the-builder-to-make-counting-easier"/>
    <id>sug_gxezhnd4kpnv5vj</id>
    <published>2026-05-02T22:17:42Z</published>
    <updated>2026-05-02T22:17:42Z</updated>
    <content type="text/plain">add visual indication inside configuration to make counting less bothersome</content>
  </entry>
  <entry>
    <title>Right-click should close building popups</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/709495/rightclick-should-close-building-popups"/>
    <id>sug_bptqntmv6m0guiz</id>
    <published>2026-04-29T16:45:43Z</published>
    <updated>2026-04-29T16:45:43Z</updated>
    <content type="text/plain">Right-click is effectively "cancel" in almost all situations, at least in the playing map. I get frustrated by that not being the case for those popups.</content>
  </entry>
  <entry>
    <title>Move transform overlay when working on a large block</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/709433/move-transform-overlay-when-working-on-a-large-block"/>
    <id>sug_rsgyy3xsjgvxqfm</id>
    <published>2026-04-29T10:37:46Z</published>
    <updated>2026-04-29T10:37:46Z</updated>
    <content type="text/plain">As seen in the screenshot, it can cover what you're working on.</content>
  </entry>
  <entry>
    <title>freighter output improvement</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/709398/freighter-output-improvement"/>
    <id>sug_tmrlq2llqfbydte</id>
    <published>2026-04-29T05:03:04Z</published>
    <updated>2026-04-29T05:03:03Z</updated>
    <content type="text/plain">allowing items that move at instant* speed to pull things from freighters... because at the moment they only pull at belt speed (useful to pull stockpiles faster, I also understand this may change the footprint of the freighter hubs to allow for the 2x2/2x1 (storage hub/splitter) to be as efficient in allowing each imported item to be used effectively i.e.&#13;
|1|&lt;space&gt;|2|&lt;space&gt;|3|&lt;space&gt;|4|&#13;
^ minimum footprint of 7 (current footprint length of 6)&#13;
or&#13;
|1|&lt;space&gt;|2|3|&lt;space&gt;|4|&#13;
^ keeps current footprint of 6 length&#13;
&#13;
I think it adds a small amount of friction that this isn't the case (or that it isn't explicitly told to the player this is the case, I found this out via experimentation.) Other things that this change would improve include freighter efficiency overall, less wasted time on carrying held inventory back and forth when there is a storehouse that can effectively hold what you're dropping off waiting for it&#13;
* I know that 'instant' just means as fast as technically possible</content>
  </entry>
  <entry>
    <title>Coolant Efficiency Upgrade</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/709384/coolant-efficiency-upgrade"/>
    <id>sug_gcezszgi1bkaikv</id>
    <published>2026-04-29T00:35:29Z</published>
    <updated>2026-04-29T00:35:29Z</updated>
    <content type="text/plain">What if we had an Coolant Efficiency upgrade? like what the Dye Mixer has with its Efficiency Upgrade. Maybe Level 1 output is 1 (current), and Level 2 output is 2, and Level 3 output is 4, to be in line with the Advanced operators doubling their operations with each speed level upgrade. I do not think Luminol needs an efficiency upgrade, since that is already efficient with the Dye Mixer.</content>
  </entry>
  <entry>
    <title>Upgradable cranes</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/709380/upgradable-cranes"/>
    <id>sug_59iyrjtxew72vug</id>
    <published>2026-04-28T23:56:39Z</published>
    <updated>2026-04-28T23:56:38Z</updated>
    <content type="text/plain">only having 1 speed of crane is limiting for creating the most compact/visually appealing builds. Even only 1x upgrade up to 30/min would greatly improve the the options for whats possible in the end-game</content>
  </entry>
  <entry>
    <title>Show "input bounds exceeded" for a slot *inside* the operator</title>
    <link href="https://modulus-feedback-and-suggestions.featureupvote.com/suggestions/709243/show-input-bounds-exceeded-for-a-slot-inside-the-operator"/>
    <id>sug_bubwr7vuf1tvmxv</id>
    <published>2026-04-28T09:27:36Z</published>
    <updated>2026-04-28T09:27:35Z</updated>
    <content type="text/plain">When sitting inside the building waiting for something to come in, there is nothing indicating the input hasn't been *allowed* in or why, so you can just sit there for ages wondering what's going on. Suggestion: add an indicator and explanation on that slot for the inside view of the operator.</content>
  </entry>
</feed>
