Search found 138 matches

by Hares
Fri May 31, 2024 8:45 pm
Forum: Modding interface requests
Topic: Provide built-in solution for modded entities inside blueprints
Replies: 0
Views: 82

Provide built-in solution for modded entities inside blueprints

TL;DR Extend LuaEntity.tags to non-ghosts or add LuaEntity.custom_properties and automatically capture its value when making a blueprint. Why? Currently, LuaEntity.tags works only on ghost entities. It would be nice to have a built-in solution for blurprintable custom properties on entity, so modde...
by Hares
Fri May 31, 2024 10:52 am
Forum: Ideas and Suggestions
Topic: Requester Chests: Read Contents & Set Requests at the same time
Replies: 11
Views: 402

Re: Requester Chests: Read Contents & Set Requests at the same time

As far as I remember the past fff, it's just the decider combinator that will have a wire selector for input and output. I don't remember any fff screenshot from other devices with that functionality. Not even the new selector combinator. Even though I can't argue that, there were too many requests...
by Hares
Thu May 30, 2024 10:47 pm
Forum: Ideas and Suggestions
Topic: Requester Chests: Read Contents & Set Requests at the same time
Replies: 11
Views: 402

Re: Requester Chests: Read Contents & Set Requests at the same time

Okay, you're right.
I was sure machines are ignoring signals they provide, but they actually do not.

However, with 2.0 and its wire-specific operations this could be possible.
by Hares
Thu May 30, 2024 11:05 am
Forum: Ideas and Suggestions
Topic: Requester Chests: Read Contents & Set Requests at the same time
Replies: 11
Views: 402

Re: Requester Chests: Read Contents & Set Requests at the same time

I think the real issue here might be separating the request signal from the set contents signal. Chests only have 1 hookup point, and a signal on a wire has neither an identifier of the entity that created it nor a "direction" on a wire, so a requester chest outputting its contents would ...
by Hares
Thu May 30, 2024 11:04 am
Forum: Ideas and Suggestions
Topic: Requester Chests: Read Contents & Set Requests at the same time
Replies: 11
Views: 402

Re: Requester Chests: Read Contents & Set Requests at the same time

This has been requested over a hundred times before, and someone always has to explain why it would lead to infinite requests. I searched for the similar questions before asking. Found none, but search over Factorio Forums isn't quite a thing providing accurate search results. Think for a moment ab...
by Hares
Wed May 29, 2024 10:19 am
Forum: Ideas and Suggestions
Topic: Requester Chests: Read Contents & Set Requests at the same time
Replies: 11
Views: 402

Requester Chests: Read Contents & Set Requests at the same time

TL;DR Allow requester chests to read contents & set requests at the same time, like belts or inserters can. What? Suggestion 1, minimal: Allow requester chests to work in both modes at the same time https://i.imgur.com/8oJ0LkA.png Suggestion 2, extended: Change "Read contents" on all ...
by Hares
Sat May 18, 2024 9:05 pm
Forum: Duplicates
Topic: Electric Network Statistics duplicates entities those connected to both of merged netoworks
Replies: 2
Views: 158

Electric Network Statistics duplicates entities those connected to both of merged netoworks

I have a boiler plant with 240 steam engines in a network separated with a circuit-controller power switch. 2 of these 240 steam engines are shared to the main network via a large power pole. When networks are connected, the network statistics window shows that there're 242 steam engines. I searched...
by Hares
Wed May 15, 2024 11:09 am
Forum: Ideas and Suggestions
Topic: Add settings to disable specific system messages
Replies: 1
Views: 208

Add settings to disable specific system messages

TL;DR It would be nice to have settings disabling and/or muting system messages such as "Can't insert" or research queue changed. What? The following system messages should have settings to be disabled and/or muted: "Cannot insert X. Inventory is full." "X started/queued/ca...
by Hares
Wed May 15, 2024 10:51 am
Forum: Ideas and Suggestions
Topic: Scroll up in chat
Replies: 24
Views: 14984

Re: Scroll up in chat

+1 on that.
Even worse that the mentioned important mod info (like SE events) can be trashed away by "Can't insert" messages
by Hares
Wed May 08, 2024 4:19 pm
Forum: Minor issues
Topic: Cyrillic search is case sensitive
Replies: 7
Views: 1992

Re: Cyrillic search is case sensitive

This bug hurts me a lot. I end up searching science packs and other items/settings as "cience pack", "ogistics requests", "oboport", etc. since sometimes the main word is not the 1st one (i.e., Russian's name for SE rocket science is "Science pack of rocketry"...
by Hares
Fri Apr 12, 2024 11:18 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 152
Views: 22340

Re: Friday Facts #406 - Space Age Music

How about making an in-game director which is able to tell the audio engine which music should be played when and where? Many games already do so, and it's pretty natural. One of the best examples for so is Red Alert 3 which can – just by music – tell you that your forces have engaged the enemy.
by Hares
Fri Apr 05, 2024 1:38 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 18045

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

The one more thing I'd like to ask is to add ability to see requestors & providers for the specific item. I.e., you know that somebody is eating all of your steal, and you don't know who it is. Pretty useful in the larger bot-based bases (or at least malls)
by Hares
Fri Apr 05, 2024 11:45 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 18045

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

How about allowing reading the fluid system contents in the same way you read the whole transport line?
This info already exists on the UI, you just need to allow exporting it to the circuit network
by Hares
Fri Mar 29, 2024 12:03 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 17212

Re: Friday Facts #404 - Frustration not found

Unit reporting.
Spiredtron ready.
Moving out!
We've got hostiles!
We will burry them.
Move, move, move!
<sounds of explosions in a distance>
by Hares
Fri Mar 22, 2024 12:30 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 130
Views: 20056

Re: Friday Facts #403 - Train stops 2.0

Klonan wrote:
Fri Mar 22, 2024 9:00 am
Rail planner works in the map mode.
Can we have something similar to the rail signals (i.e., every 32 tiles) and for the power poles?
by Hares
Sat Mar 16, 2024 9:38 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 26095

Re: Friday Facts #402 - Lightspeed circuits

From the FFF: https://cdn.factorio.com/assets/blog-sync/fff-402-rail-wires.png That's almost exactly how my rail blueprints look like - could have been a screenshot from my current factory :D I also added red and green wires "just in case a real use case pops up". I'm still waiting. The w...
by Hares
Fri Mar 15, 2024 1:03 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 26095

Re: Friday Facts #402 - Lightspeed circuits

@Devs, what will happen with the lightspeed assemblers connected to the circuit network? Didn't they mention early on that there was going to be Power Armour beyond Mk II? Maybe that's what it is? Power Armour Mk III? I still have no idea what are you talking about :) I did not see any arms there. A...
by Hares
Tue Mar 05, 2024 1:00 pm
Forum: Ideas and Suggestions
Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
Replies: 2
Views: 535

Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network

I was building a large city block base with multiple buffering storage areas. In order to calculate how many materials I need to export to the network there is a green wire which passes through the entire megabase grid and is automatically connected to all cells; cells with buffer chests increase th...
by Hares
Tue Mar 05, 2024 12:40 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1865

Re: [Factorio Mod Portal] Allow edits to title and/or category

Both Gitlab & GitHub provide full control of the bug item, except that it can't be deleted. And it's very common when the ticket author changes the title and there's no shame in doing so. This works because changing the title produces a clear message in that thread about the title changing from...

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