https://lua-api.factorio.com/latest/classes/LuaSurface.html#request_path says
If you want to command actual units (such as biters or spitters) to move, use LuaEntity::set_command instead.
and links to https://lua-api.factorio.com/latest/classes/LuaEntity.html#set_command. That anchor is not ...
Search found 15 matches
- Fri Dec 20, 2024 5:54 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command
- Replies: 0
- Views: 147
- Wed Dec 11, 2024 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 43
- Views: 6468
Re: Gleba science pack research micronmanagement solution
Since the research queue probably isn't really implemented to let each lab research something different, another option might be setting recipe to the lab via circuit. I'd be happy to automate the version which researches an agricultural science when I have it, and otherwise selects whatever other ...
- Wed Dec 11, 2024 4:42 pm
- Forum: Gameplay Help
- Topic: is belt creep a new thing?
- Replies: 3
- Views: 348
Re: is belt creep a new thing?
Is the whole thing a loop? Belts can slow down/ stop if they're full in a loop. The sides are independent in this way.
- Wed Dec 11, 2024 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Split rare quality into its own research
- Replies: 1
- Views: 182
Split rare quality into its own research
People keep posting on reddit asking why their factories aren't making epic/lengendary items (e.g., https://old.reddit.com/r/factorio/comments/1hbwvig/why_is_this_not_producing_any_epic_items_it/).
I think this issue can be fixed with a very minor tweak: Take the quality module research, and split ...
I think this issue can be fixed with a very minor tweak: Take the quality module research, and split ...
- Thu Dec 05, 2024 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.15] Stack inserters do not respond to stack size change
- Replies: 8
- Views: 1250
Re: [boskid][2.0.15] Stack inserters do not respond to stack size change
Should this get included separately in the patch notes? I've been checking them for this fix, and almost missed it.
- Sun Nov 17, 2024 2:25 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.15] Stack inserters do not respond to stack size change
- Replies: 8
- Views: 1250
Re: [2.0.15] Stack inserters do not respond to stack size change
This is still present in 2.0.18. Disabling the stack inserter, changing the stack size, and then re-enabling the inserter will cause it to re-evaluate if it's currently holding a full hand. It's also possible to convince it to re-evaluate by changing the filters.
- Wed Nov 13, 2024 4:48 am
- Forum: Balancing
- Topic: Asteroid grabber's extra (invisible) inventory slot
- Replies: 2
- Views: 541
Re: Asteroid grabber's extra (invisible) inventory slot
A selector combinator will fix this, but also agreed that that doesn't feel like it should be required.
- Tue Oct 22, 2024 7:10 pm
- Forum: Not a bug
- Topic: [2.0.7] Confirm button for constants not confirming
- Replies: 6
- Views: 690
Re: [2.0.7] Confirm button for constants not confirming
I do not believe this is working as intended. Please see the attached screenshot:
Screenshot from 2024-10-22 15-02-21.png
As you can see, the UI still hints the user to confirm with E (by default).
This isn't a major bug, but thoughtfulness about whether removing the old functionality was ...
Screenshot from 2024-10-22 15-02-21.png
As you can see, the UI still hints the user to confirm with E (by default).
This isn't a major bug, but thoughtfulness about whether removing the old functionality was ...
- Mon Oct 21, 2024 9:47 pm
- Forum: Not a bug
- Topic: [2.0.7] Confirm button for constants not confirming
- Replies: 6
- Views: 690
Re: [2.0.7] Confirm button for constants not confirming
Yeah, seems like an oversight, because the UI still hints me to press E to confirm
- Mon Oct 21, 2024 6:04 pm
- Forum: Not a bug
- Topic: [2.0.7] Confirm button for constants not confirming
- Replies: 6
- Views: 690
[2.0.7] Confirm button for constants not confirming
1. Wire up something so you can enter a constant.
2. Enter some constant value, like 4.
3. Hover over the confirm button to check that (E) keybind is set for confirming.
4. Hit E.
5. Text field contains "4e" instead of being confirmed.
2. Enter some constant value, like 4.
3. Hover over the confirm button to check that (E) keybind is set for confirming.
4. Hit E.
5. Text field contains "4e" instead of being confirmed.
- Fri Apr 26, 2024 2:31 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 30
- Views: 14128
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
I feel like I've seen a Factorio freeze when leaving the menu open (paused) for a long time. Seems maybe unrelated, but I'll try to replicate again. Only issue is the last time this happened I didn't see anything in the logs.
- Tue Jun 13, 2023 1:55 pm
- Forum: General discussion
- Topic: Do biters communicate? What do they call themselves?
- Replies: 3
- Views: 2181
Re: Do biters communicate? What do they call themselves?
So they actually send expansion parties from one nest to an empty area. If you catch them trying to make a nest, you can kill the expansion party before it settles
- Thu Sep 17, 2020 4:15 pm
- Forum: Balancing
- Topic: Remove Train Stop research, add Train Stop to first "Railway" research
- Replies: 12
- Views: 5555
Re: Remove Train Stop research, add Train Stop to first "Railway" research
I'm currently playing a 100x research cost play through. I'm really happy that these are separate smaller techs in this case because I'll be running a manual train network for a while while the automated rails tech researches. For basic vanilla, I think it's nice to be able to build a train while ...
- Tue Sep 01, 2020 10:40 pm
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 5422
Re: New train schedule wait condition: "Next station enabled"
I think a pretty simple and elegant solution here is to add a wait condition that enables the expected behavior that trains do not skip to the next item in the schedule
A train stacker would also achieve your desired goal, having a loaded train (technically a buffer) ready in some sort of depot ...
- Tue Sep 01, 2020 8:24 pm
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 5422
New train schedule wait condition: "Next station enabled"
TL;DR
A train stop condition that waits for the next stop to be enabled.
What ?
Current wait condition list is: Timed passed, Inactivity, Full cargo, Empty cargo, Item count, Fluid count, Circuit condition, Passenger present, Passenger not present.
The suggestion would be to add another one ...
A train stop condition that waits for the next stop to be enabled.
What ?
Current wait condition list is: Timed passed, Inactivity, Full cargo, Empty cargo, Item count, Fluid count, Circuit condition, Passenger present, Passenger not present.
The suggestion would be to add another one ...