Search found 402 matches: underground
Searched query: underground
- 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, ...
- 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 ...
- 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: ...
- 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.
- 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
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
- 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 ...
- 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 ...
- 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?
Could we add some event, such as on_player_rotated_entity, to detect this?
- 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 ...
- 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.
Placing underground pipe ghosts first then pipe ghost inbetween works normal.
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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, ...
- 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.
- 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.
- 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 ...
- 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 ...