Search found 1260 matches
- Fri Feb 25, 2022 10:34 pm
- Forum: Minor issues
- Topic: [0.16.22] Inserters not picking up items from source
- Replies: 9
- Views: 4591
Re: [0.16.22] Inserters not picking up items from source
Coming here from my duplicate report and adding another voice in opposition to build order dependent behavior here.
- Fri Feb 25, 2022 6:00 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement for graphs like production/electricity
- Replies: 3
- Views: 664
Re: LuaGuiElement for graphs like production/electricity
For anyone who comes here later looking for this feature, here's a mod with some functionality you might be able to use:
https://mods.factorio.com/mod/timeseries
https://mods.factorio.com/mod/timeseries_fixfor110
https://mods.factorio.com/mod/timeseries
https://mods.factorio.com/mod/timeseries_fixfor110
- Thu Feb 24, 2022 9:52 pm
- Forum: Duplicates
- Topic: [1.1.53] Inserter waiting for train doesn't notice when a chest is placed in front of it
- Replies: 1
- Views: 157
[1.1.53] Inserter waiting for train doesn't notice when a chest is placed in front of it
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- Wed Feb 23, 2022 12:05 am
- Forum: Minor issues
- Topic: [1.1.53] Undoing removal of a wire connected entity doesn't re-set the correct power pole sprite
- Replies: 1
- Views: 306
[1.1.53] Undoing removal of a wire connected entity doesn't re-set the correct power pole sprite
1. Build a medium power pole (A) 2. Build another (B) to the right of it. A's sprite changes to account for the newly connected wire direction, good. 3. Deconstruct B. A's sprite changes back to the original, good. 4. Undo the deconstruction of B. A's sprite should change as in step 2 but does not, ...
- Tue Feb 22, 2022 8:12 pm
- Forum: Minor issues
- Topic: [1.1.53] Circuit entities receive their own sent signals twice when using both wires
- Replies: 1
- Views: 272
[1.1.53] Circuit entities receive their own sent signals twice when using both wires
Set a train station to send train count on signal C, and enable on C<2. The station will run just fine, until you connect a second color of wire to it. Doesn't matter where the wires go or what else they do. As soon as the station outputs C=1 on both wires it will receive C=1+1 and disable itself. T...
- Wed Feb 16, 2022 5:23 am
- Forum: Bug Reports
- Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
- Replies: 0
- Views: 248
[1.1.53] Off-center collision box allows rotation into colliding orientation
local entity = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) entity.name = "turntable" entity.collision_box = {{0.0, 0.0}, {1.5, 1.5}} data:extend({entity}) This entity has an off-center collision box. If you place it and rotate it such that th...
- Wed Feb 16, 2022 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] Off-center collision box misbehavior when rotating entity
- Replies: 2
- Views: 714
[1.1.53] Off-center collision box misbehavior when rotating entity
local entity = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) entity.name = "turntable" entity.collision_box = {{0.0, 0.0}, {1.5, 1.5}} data:extend({entity}) This entity has an off-center collision box. Sadly I couldn't make it farther off cente...
- Wed Feb 16, 2022 4:36 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 145
- Views: 33111
Re: 3 and 4 way intersections
they both have the same size, but a wildly different footprint. If we include a size based score, all the square shaped junctions would rank at the top, even though the second shape can often be more "space efficient" as it only uses low value space along the straights. Bounding rectangle...
- Thu Feb 10, 2022 1:11 pm
- Forum: Won't implement
- Topic: Curved rail collision box
- Replies: 0
- Views: 205
Curved rail collision box
I would like to be able to modify the collision boxes for the curved rail (or a custom third rail type, actually). Could they be exposed in the data rather than the dummy 4x4 box there now? { type = "curved-rail", name = "curved-rail", collision_box = {{-2, -2}, {2, 2}}, -- has c...
- Wed Feb 09, 2022 10:53 pm
- Forum: Bug Reports
- Topic: [1.1.53] Wider wire sprites do not affect vertical wires
- Replies: 0
- Views: 259
[1.1.53] Wider wire sprites do not affect vertical wires
https://mods.factorio.com/mod/ThickerLines is a mod that makes the wire sprites thicker/wider/bulkier so they are more visible. It works great, except for vertical wires which stubbornly remain 1 pixel wide. Example: Screenshot_2022-02-09_17-51-40.png Suggested fix: For wires closer to vertical than...
- Wed Feb 09, 2022 6:46 pm
- Forum: Questions, reviews and ratings
- Topic: Train Mods Roundup
- Replies: 1
- Views: 246
Train Mods Roundup
Trains in vanilla Factorio are quite useful, especially since the train limit feature was introduced. There are, however, some areas in which they fall short. Dealing with many trains can be tedious in the default UI. Sometimes you want or need smarter control over train behavior, especially when pl...
- Mon Feb 07, 2022 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 43884
Re: Train station skipping conditions
https://mods.factorio.com/mod/TrainSkipFulfilledStation
https://mods.factorio.com/mod/BetterTrainBehavior
seem to do most of what I originally requested here, with every train skipping stations whose conditions are already met.
https://mods.factorio.com/mod/BetterTrainBehavior
seem to do most of what I originally requested here, with every train skipping stations whose conditions are already met.
- Fri Jan 28, 2022 5:37 pm
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 765
- Wed Jan 19, 2022 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 21
- Views: 1163
Mod grouping by author or "pack"
I would like to be able to collapse my mod list into groups by author or keyword or category or perhaps even a new metadata field to identify mod packs. I find it takes a lot of time to find mods I want to enable or disable or check on in a long list, but the list could be much shorter if I could co...
- Mon Jan 17, 2022 9:53 pm
- Forum: Mod portal Discussion
- Topic: The mod portal was a nice experiment... end it please?
- Replies: 74
- Views: 24138
Re: The mod portal was a nice experiment... end it please?
The nice thing about the mod portal is that you've got something like a mini-forum for each mod, where announcements, questions, bug reports etc. The terrible thing about the mod portal is that you've got something like a mini-forum, and the devs need to reinvent every single forum-related wheel or...
- Mon Jan 17, 2022 6:25 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 145
- Views: 33111
Re: 3 and 4 way intersections
I'd like to see some standardized labeling in the main list to differentiate between intersections where each incoming rail can or can't get to each outgoing rail. At the moment we only include intersection where every incoming lane can go to every direction. But do you mean lanechangers or not? On...
- Mon Jan 17, 2022 7:04 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 145
- Views: 33111
Re: 3 and 4 way intersections
I'd like to see some standardized labeling in the main list to differentiate between intersections where each incoming rail can or can't get to each outgoing rail.
- Tue Jan 11, 2022 1:38 am
- Forum: Technical Help
- Topic: Why do my lab tiles have noise in the texture?
- Replies: 6
- Views: 606
Re: Why do my lab tiles have noise in the texture?
So even if I'm using 32-bit color, there's probably still some 16-bit conversion going on during texture compression?
- Sun Jan 09, 2022 5:24 pm
- Forum: Technical Help
- Topic: Why do my lab tiles have noise in the texture?
- Replies: 6
- Views: 606
Re: Why do my lab tiles have noise in the texture?
Based on a screenshot from someone on Discord, the #303030 -> #313031 problem seems to happen across OSes and video card brands. That points me at least a little back in the direction of a Factorio bug?
- Sun Jan 09, 2022 5:00 pm
- Forum: Technical Help
- Topic: Why do my lab tiles have noise in the texture?
- Replies: 6
- Views: 606
Re: Why do my lab tiles have noise in the texture?
Thanks! It was 16 bit color mode. And this prompts further concern. The actual tile graphics are colors #303030 and #1b1b1b. In full color mode, in-game, they render as #313031 and #1b1b1b, so the brighter one is already wonky right there and I'd like to know why. Then in 16-bit mode, I guess I can ...