Search found 402 matches: underground

Searched query: underground

by Rhoadesn
Mon Jan 22, 2024 3:05 am
Forum: Modding help
Topic: Underground pipe click and drag auto place help
Replies: 4
Views: 367

Underground pipe click and drag auto place help

I am currently developing a mod and I need to modify the behavior of underground pipe placement. The goal of this the script is to prevent the automatic placement of a second adjacent underground pipe when the player uses the click-and-drag feature. Ideally, ...
by bNarFProfCrazy
Fri Dec 08, 2023 1:18 pm
Forum: Ideas and Suggestions
Topic: Always show underground max range visualization
Replies: 6
Views: 559

Always show underground max range visualization

TL;DR Showing the max range always helps players aim at it directly instead of scrolling along the range. (For Factorio v2.0) What ? Always show underground max range visualization, while building the underground thing. Having the underground visualization change color depending on whether it ...
by BicycleEater
Mon Oct 16, 2023 3:41 pm
Forum: Ideas and Suggestions
Topic: Make underground belts upgrade for length while dragging
Replies: 2
Views: 316

Make underground belts upgrade for length while dragging

... should use higher level belts if available. What ? When dragging to place belts (or ghost belts), and an obstacle is reached which the current undergrounds cannot make it under, a higher level of belt should be used if it can make it, and is available. Example case: Before.png What you get: ...
by Mecejide
Fri Oct 06, 2023 9:06 pm
Forum: Ideas and Suggestions
Topic: Rename “pipe to ground” to “underground pipe”
Replies: 1
Views: 292

Rename “pipe to ground” to “underground pipe”

I don’t see why pipes that can go underground should use a different naming scheme than transport belts that can go underground.
by Quadehar
Tue Sep 26, 2023 8:35 pm
Forum: Duplicates
Topic: [1.1.92] Mixed fluid protection doesn't trigger on underground pipe replacement
Replies: 1
Views: 261

[1.1.92] Mixed fluid protection doesn't trigger on underground pipe replacement

Or at least it seems, i currently haven't access to a factorio game so i'll just dump the clip :

https://clips.twitch.tv/EncouragingDign ... tPo7bXelWC

I'll do some more tests later, but as i'll probably forget about it, maybe this clip is enough in the meantime :)
by 96_snake
Sat Sep 23, 2023 11:52 pm
Forum: Ideas and Suggestions
Topic: Underground belts and pipes should be placed tile by tile instead of being one max length
Replies: 7
Views: 804

Underground belts and pipes should be placed tile by tile instead of being one max length

TL;DR Underground belts and pipes should be placed tile by tile instead of being one max length What ? Instead of underground belts being a fixed length, like 0 to 4 for yellow and 0 to 8 for blue, they should be placed one ...
by kvaj
Sat May 13, 2023 4:25 am
Forum: Not a bug
Topic: [1.1.80] Underground belt bug with inserter control drops.
Replies: 2
Views: 606

[1.1.80] Underground belt bug with inserter control drops.

If inserter has lane control drop for the entrance underground belt. The inserter can only drop to the outer lane. The top setup show how the iron plate is dropped. The expected behavior for the inserter drop is on the right setup. The left inserter ...
by GlassBricks
Wed Apr 26, 2023 5:54 pm
Forum: Modding interface requests
Topic: Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt
Replies: 1
Views: 405

Fire on_player_rotated_entity event when an underground belt is rotated by dragging belt

Right now, no event is triggered when an underground belt is rotated by dragging a belt over it in the opposite direction.

Could we add some event, such as on_player_rotated_entity, to detect this?
by traycer
Sun Apr 16, 2023 2:12 pm
Forum: Not a bug
Topic: [1.1.81] Length of underground belt affects behaviour of inserter at belt entrance
Replies: 2
Views: 1147

[1.1.81] Length of underground belt affects behaviour of inserter at belt entrance

... I had dug up an old bug I reported way back with 0.15, but this behaviour is different. In a nutshell: inserting directly into the entrance of an underground belt behaves differently depending on the length of the underground section. Generally, when there is a 0- or 1-tile gap, it inserts as ...
by Kolt93
Thu Mar 09, 2023 7:28 am
Forum: Fixed for 2.0
Topic: [1.1.77] Underground pipe ghosts delete pipe ghost
Replies: 1
Views: 663

[1.1.77] Underground pipe ghosts delete pipe ghost

Underground pipe ghosts delete pipe ghost when placed both sides of it.
Placing underground pipe ghosts first then pipe ghost inbetween works normal.
by rimbas
Fri Jan 27, 2023 6:33 pm
Forum: Modding interface requests
Topic: Add "related_underground_pipe" to pipe prototype definitions
Replies: 2
Views: 554

Add "related_underground_pipe" to pipe prototype definitions

For feature parity with Prototype/TransportBelt#related_underground_belt and LuaEntityPrototype#related_underground_belt . It doesn't exist because pipes don't have smart drag quick replace function but I believe there is still a benefit to having it for inter mod compatibility. I already use LuaEnt...
by Skeez
Sat Jan 07, 2023 2:12 pm
Forum: Not a bug
Topic: [1.1.74] Placing ghost underground pipe, drone place wrong direction
Replies: 5
Views: 955

[1.1.74] Placing ghost underground pipe, drone place wrong direction

Hello. Ive searched and didnt find this, when placing a ghost underground pipe i very often get it placed the wrong direction by the drones, so i have to push once more to re-direct the pipe. when pressing shift to place ghost it kinda rotates to the wrong ...
by tasemagu
Thu Dec 22, 2022 6:52 pm
Forum: Not a bug
Topic: Picking from underground belt input screws up the belt
Replies: 9
Views: 1225

Picking from underground belt input screws up the belt

... acted as it should. The lines were similar with one slight modification in design: 1st line was feeding from the undeground IN (the head that goes underground) the second line was feeding from the OUT underground (the head where items come out from the ground). Each of the two lines of factories ...
by thedoh
Sat Nov 26, 2022 1:01 pm
Forum: Fixed for 2.0
Topic: [1.1.72] Replacing belt with underground belt can act strangely in a weird case
Replies: 1
Views: 691

[1.1.72] Replacing belt with underground belt can act strangely in a weird case

... setup that each would sideload onto the six tile belt. The bug (perhaps) is when the player wants to replace the horizontal belt with an underground to have these five belts all cross. What happens is that if you start the underground belt in the right side of the setup, it will break ...
by _CodeGreen
Thu Nov 03, 2022 6:24 pm
Forum: Modding interface requests
Topic: LuaEntity.neighbours for ghost underground belts
Replies: 0
Views: 421

LuaEntity.neighbours for ghost underground belts

... where it will highlight through ghost entities in addition to normal entities. One of the properties used in the mod is LuaEntity.neighbours for underground belt connections, and that works fine for non-ghost belts. However, it cannot be used on ghost underground belts, which is unfortunate for ...
by thedoh
Wed Oct 26, 2022 1:00 pm
Forum: Fixed for 2.0
Topic: [1.1.70] Undoing underground belt ghosts still leaves belt deconstructed
Replies: 1
Views: 959

[1.1.70] Undoing underground belt ghosts still leaves belt deconstructed

Attached is a video showing the difference between ghosting an underground over the top of existing belt vs placing it by hand and then undoing each. If one uses a ghost underground and then changes one's mind, the middle belt is still marked for deconstruction, ...
by thuejk
Mon Oct 10, 2022 10:06 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.69] Underground belt item duplication
Replies: 3
Views: 2535

[boskid][1.1.69] Underground belt item duplication

Ghost a yellow underground connection. Have a pair of blue (or red) undergrounds in inventory, whereof one is damaged. Place one of the blue undergrounds on top of the yellow underground ghost. Now you have 3 blue undergrounds.

by barto
Thu Sep 08, 2022 3:34 pm
Forum: Gameplay Help
Topic: Has anyone ever attempted no splitter no underground belt only burner challenge?
Replies: 17
Views: 2264

Has anyone ever attempted no splitter no underground belt only burner challenge?

I'm trying it right now, it seems the most challenging and I haven't found anyone having done this yet, It requires to think completely different I found compared to the normal game. Let me know what you think.
by omnitographer
Wed Aug 03, 2022 4:17 am
Forum: Not a bug
Topic: [1.1.61] Dashes for underground pathing are blurry
Replies: 1
Views: 812

[1.1.61] Dashes for underground pathing are blurry

I recently started playing again after a long break, and the dashes for underground pathing seem to have gotten very soft, to the point where looking at them gets me feeling a bit cross-eyed and might give me a headache as my eyes struggle to focus on something ...
by thedoh
Thu Jul 07, 2022 1:35 am
Forum: Bug Reports
Topic: [1.1.61] Overwriting underground belt behaviour is inconsistent with corners
Replies: 1
Views: 942

[1.1.61] Overwriting underground belt behaviour is inconsistent with corners

... (against item flow direction) dragging. First, the video demonstrates the "backward" action by starting to drag a red underground belt on top of a red underground belt and going "backwards." While still dragging, the belt is rotated and continued to drag backwards ...

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