Just tested this. Ghost gate doesn't do the trick. Actually building the gate ofc allow the wall to be connected but when you undo the gate connections are lost. So nope.ickputzdirwech wrote: Sat Aug 09, 2025 6:55 pm I suppose you could temporarily place a gate next to the walls you want to connect to the wire?
Search found 1466 matches: gate
Searched query: +gate
- Sat Aug 09, 2025 9:11 pm
- Forum: Not a bug
- Topic: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Replies: 6
- Views: 302
Re: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Sat Aug 09, 2025 6:55 pm
- Forum: Not a bug
- Topic: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Replies: 6
- Views: 302
Re: [2.0.60] Inconsistent circuit connection to ghost/real walls
I suppose you could temporarily place a gate next to the walls you want to connect to the wire?
- Sat Aug 02, 2025 3:45 pm
- Forum: Modding discussion
- Topic: A.I usage for thumbnails on mods
- Replies: 14
- Views: 654
Re: A.I usage for thumbnails on mods
... someone emulating someone's style and learning from it and making something new.
And I am really, really hoping you are not going to use the "art gatekeeping" argument that a lot of pro-ai users constantly have done. Because there is no gate to art and what people are mad about is that AI generated ...
And I am really, really hoping you are not going to use the "art gatekeeping" argument that a lot of pro-ai users constantly have done. Because there is no gate to art and what people are mad about is that AI generated ...
- Sun Jul 27, 2025 5:29 pm
- Forum: Wiki Talk
- Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
- Replies: 23
- Views: 1887
Re: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
... lassen sich {{L|Train stop}}s, {{L|Rail signal}}e und {{L|Rail chain signal}}e platzieren, um automatisierte Züge gezielt zu steuern. Auch {{L|Gate}}s können auf Gleisen gebaut werden und werden dann zu Schienentoren. In der {{L|Space Age}}{{SA}}-Erweiterung können Gleise mit {{L|Rail ramp}}en ...
- Fri Jul 25, 2025 7:59 pm
- Forum: Duplicates
- Topic: [2.0.60] Railgun destroys gate while gate is low
- Replies: 1
- Views: 160
Re: [2.0.60] Railgun destroys gate while gate is low
126040
Yes, we have all had this idea. There are mods which make Railgun projectiles non-colliding, if that is what you are really looking for. Gates have relatively Low Health (350) compared to Railgun turrets (4000), so this strategy does not have much of a Gameplay benefit anyway…
Yes, we have all had this idea. There are mods which make Railgun projectiles non-colliding, if that is what you are really looking for. Gates have relatively Low Health (350) compared to Railgun turrets (4000), so this strategy does not have much of a Gameplay benefit anyway…
- Fri Jul 25, 2025 7:02 pm
- Forum: Duplicates
- Topic: [2.0.60] Railgun destroys gate while gate is low
- Replies: 1
- Views: 160
[2.0.60] Railgun destroys gate while gate is low
I have built a spaceship with walls. After they got shot by the railgun, I replaced them with gates and set the gates to open.
The railgun did not care about unobstructed range of fire and destroyed the opened gate.
I expected the railgun to destroy things that's blocking it's path only.
The railgun did not care about unobstructed range of fire and destroyed the opened gate.
I expected the railgun to destroy things that's blocking it's path only.
- Thu Jul 24, 2025 10:57 am
- Forum: Ideas and Suggestions
- Topic: Change color of lamp back to pure white
- Replies: 20
- Views: 1799
Re: Change color of lamp back to pure white
... me that they are the same idea.
There exists in such a case a certain institution or law; let us say, for the sake of simplicity, a fence or gate erected across a road. The more modern type of reformer goes gaily up to it and says, “I don’t see the use of this; let us clear it away.” To which ...
There exists in such a case a certain institution or law; let us say, for the sake of simplicity, a fence or gate erected across a road. The more modern type of reformer goes gaily up to it and says, “I don’t see the use of this; let us clear it away.” To which ...
- Tue Jul 22, 2025 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 835
Re: [2.0.60] Crash on certain tick
... Corpse,ElectricEnergyInterface,EnemySpawner,Explosion,FlameThrowerExplosion,FluidStream,FluidTurret,FlyingTextEntity,FusionGenerator,FusionReactor,Gate,HeatInterface,HighlightBoxEntity,InfinityContainer,InfinityPipe,ItemRequestProxy,OffshorePump,ParticleSource,PowerSwitch,Projectile,Pump,Valve,Radar ...
- Thu Jul 17, 2025 5:54 am
- Forum: General discussion
- Topic: Space Exploration / Space Age connection?
- Replies: 16
- Views: 5067
Re: Space Exploration / Space Age connection?
... surprise me if Kovarex/Wube helped fund SE before modder joined Wube..
Very unfortunate they didn't (or couldn't?) just start extending SE out of gate after they hired him instead of doing SA.
I am pretty sure they could have taken a free updates forever approach like Terraria and done very well ...
Very unfortunate they didn't (or couldn't?) just start extending SE out of gate after they hired him instead of doing SA.
I am pretty sure they could have taken a free updates forever approach like Terraria and done very well ...
- Wed May 21, 2025 10:38 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.20] Gate unnecessarily collides with curved rail using super force building
- Replies: 4
- Views: 2085
Re: [Lou][2.0.20] Gate unnecessarily collides with curved rail using super force building
Extended the exception for walls as well, so 116779 should be also fixed
- Tue May 20, 2025 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.20] Gate unnecessarily collides with curved rail using super force building
- Replies: 4
- Views: 2085
Re: [Lou][2.0.20] Gate unnecessarily collides with curved rail using super force building
To expand:
when superforcing wall-connectables, we induce deconstructions in bit larger bounding box than the new entity's bounding box to account for potential future expansions of the entity (if it will get neighbours). In the described case, that wouldn't really be an issue and is common enough ...
when superforcing wall-connectables, we induce deconstructions in bit larger bounding box than the new entity's bounding box to account for potential future expansions of the entity (if it will get neighbours). In the described case, that wouldn't really be an issue and is common enough ...
- Tue May 20, 2025 12:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.20] Gate unnecessarily collides with curved rail using super force building
- Replies: 4
- Views: 2085
Re: [Lou][2.0.20] Gate unnecessarily collides with curved rail using super force building
Thank you for the report. TLDR: fixed for 2.0.52
- Fri May 16, 2025 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Make railguns not hit opened gates
- Replies: 2
- Views: 428
Make railguns not hit opened gates
TL;DR
When a gate is open, they should not get damaged by a rail gun shot.
What?
Currently, there is no good reason to use gates on space ships, especially when using rail guns. similar on the planets.
Maybe even partially opened gates could be missed by rail guns?
Why?
There is currently ...
When a gate is open, they should not get damaged by a rail gun shot.
What?
Currently, there is no good reason to use gates on space ships, especially when using rail guns. similar on the planets.
Maybe even partially opened gates could be missed by rail guns?
Why?
There is currently ...
- Sun May 11, 2025 11:57 pm
- Forum: Ideas and Suggestions
- Topic: Option to Enable/Disable Trigger Techs for Nauvis
- Replies: 1
- Views: 276
Re: Option to Enable/Disable Trigger Techs for Nauvis
... stamping down a Blueprint. I think that the Unlock system is GREAT for first-time playthroughs as a helper mechanism, but it does kinda feel like a Gate-for-the-same-of-Gating. If you are Replaying the game often enough that this mechanism feels “boring”, maybe a different question should be asked ...
- Sun May 11, 2025 11:27 pm
- Forum: Ideas and Suggestions
- Topic: Option to Enable/Disable Trigger Techs for Nauvis
- Replies: 1
- Views: 276
Option to Enable/Disable Trigger Techs for Nauvis
... go and mine a single piece of uranium or get one pull out of a pump before I can continue my research any further due to the way other research is gate-kept. This would not be an issue as I have to get around to making new outposts for these resources anyway, but I find the fact that I can't disable ...
- Mon Apr 21, 2025 7:04 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 72817
Re: Version 2.0.45
Compared to other mainstream games' hardest achievement on Steam, Express Delivery is already very rare:
Elden Ring: 10.1%
Destiny 2: 7.1%
Baldur's Gate 3: 2.2%
Fallout 76: 0.5%
Diablo IV: 0.3%
Factorio: 0.1%
so I don't think a new achievement that is "do all other achievements in 1 run" changes the ...
Elden Ring: 10.1%
Destiny 2: 7.1%
Baldur's Gate 3: 2.2%
Fallout 76: 0.5%
Diablo IV: 0.3%
Factorio: 0.1%
so I don't think a new achievement that is "do all other achievements in 1 run" changes the ...
- Sun Apr 20, 2025 9:56 pm
- Forum: Show your Creations
- Topic: Space Platform (Ship) Index
- Replies: 7
- Views: 2269
Space Platform (Ship) Index
... tier (Color), M = rocket (Missile), E = Explosive rocket, A = atomic Bomb, L = Laser, T = Tesla, F = Flamethrower, A = Artillery, W = Wall, G = Gate
You an use this form as a help for me to add your ship and specs to the main table:
Player Name:
Ship Name:
Main mission:
Tons:
Size in number ...
You an use this form as a help for me to add your ship and specs to the main table:
Player Name:
Ship Name:
Main mission:
Tons:
Size in number ...
- Fri Apr 18, 2025 9:01 pm
- Forum: Modding interface requests
- Topic: Adding an on_gate_changed_state event
- Replies: 0
- Views: 194
Adding an on_gate_changed_state event
What:
I'd like to have an event fire when a gate starts / ends an opening / closing animation or reverses direction mid-animation. If possible, it'd be cool to have a property to have a gate sign up to have this behavior, with the behavior being 'off' by default, but I don't know if that's possible ...
I'd like to have an event fire when a gate starts / ends an opening / closing animation or reverses direction mid-animation. If possible, it'd be cool to have a property to have a gate sign up to have this behavior, with the behavior being 'off' by default, but I don't know if that's possible ...
- Fri Apr 04, 2025 12:46 pm
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 56
- Views: 14569
Re: Feedback on Space Age's overall design
... touched it. You'd think it'd be a bigger part of the game, but it can't be because it would take away reasons to go to the planets. Annoyingly it gates certain tech (Kovarex enrichment, requester chests) that I'd like to have before launching a rocket, and it's not the gate for things it logically ...
- Wed Mar 26, 2025 1:38 pm
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 10
- Views: 14036
Version 2.0.43
... game things are happening. (https://forums.factorio.com/127656)
Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. (https://forums.factorio.com/126778)
Fixed a crash when trying to open the logistics GUI while dead. (https://forums.factorio.com/127693)
Fixed ...
Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. (https://forums.factorio.com/126778)
Fixed a crash when trying to open the logistics GUI while dead. (https://forums.factorio.com/127693)
Fixed ...