Search found 22 matches

by berggen
Sun May 11, 2025 1:37 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
Replies: 6
Views: 2573

Re: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails

FYI, at the end of the fix video, Kovarex, you test the left column of case 5, but that works before in row 2 and 3 to begin with. The middle and right columns are where rows 2 and 3 show broken behavior.
by berggen
Tue May 06, 2025 3:47 pm
Forum: Modding interface requests
Topic: Segmented Unit entity relationship
Replies: 5
Views: 376

Re: Segmented Unit entity relationship

StrangePan wrote: Sun May 04, 2025 3:37 pm A proper API for segmented units is in development, and a simple technique for correlating segments and segmented units together is included.
I'm hoping that also comes with ability to read/modify their territory?
by berggen
Thu May 01, 2025 4:32 pm
Forum: Implemented mod requests
Topic: LuaSurface.pollute(...) without influence on evolution
Replies: 5
Views: 519

Re: LuaSurface.pollute(...) without influence on evolution

Not against your specific request, but I think you should be able to do this already, maybe to help unblock your project :)


local evo = force.get_evolution_factor_by_pollution(surface)
for ... in pairs( list_chunks ) do
local pol_count = surface.get_pollution( pos_A )
surface.set_pollute( pos_A ...
by berggen
Tue Apr 22, 2025 5:52 pm
Forum: Ideas and Suggestions
Topic: Idea - Stack Leveler
Replies: 1
Views: 229

Re: Idea - Stack Leveler

eventually you'll end up with a mix of stack sizes as the stacks are reduced when machines take items off from them.


FWIW, If you are running a stacked belt with stack inserters, entire stacks are picked up at a time, so you aren't forced into this partially unstacked universe. The only way you ...
by berggen
Mon Apr 21, 2025 2:58 pm
Forum: Resolved Requests
Topic: Make the API Version selection in the API Docs visually clickable.
Replies: 3
Views: 192

Re: Make the API Version selection in the API Docs visually clickable.

That color without an underline is clickable all over the page though.
4RHE89azc9nkjPx.png
4RHE89azc9nkjPx.png (261.67 KiB) Viewed 172 times
by berggen
Mon Apr 21, 2025 2:56 pm
Forum: Modding interface requests
Topic: Add modding API to read/modify/create territory for segmented units
Replies: 0
Views: 95

Add modding API to read/modify/create territory for segmented units

TL;DR
Add modding API to read/modify/create territory for segmented units

What?
It would be nice to be able to make mods that could make more aggressive segmented units, either for 'Vulcanus deathworld' mods, or for overhaul mods that want to use segmented units (alone or as part of other ...
by berggen
Fri Dec 20, 2024 5:54 pm
Forum: Resolved Requests
Topic: [2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command
Replies: 1
Views: 297

[2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command

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 ...
by berggen
Wed Dec 11, 2024 7:48 pm
Forum: Ideas and Suggestions
Topic: Gleba science pack research micronmanagement solution
Replies: 44
Views: 9470

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 ...
by berggen
Wed Dec 11, 2024 4:42 pm
Forum: Gameplay Help
Topic: is belt creep a new thing?
Replies: 3
Views: 463

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.
by berggen
Wed Dec 11, 2024 4:26 pm
Forum: Ideas and Suggestions
Topic: Split rare quality into its own research
Replies: 1
Views: 377

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 ...
by berggen
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: 1750

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.
by berggen
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: 1750

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.
by berggen
Wed Nov 13, 2024 4:48 am
Forum: Balancing
Topic: Asteroid grabber's extra (invisible) inventory slot
Replies: 2
Views: 708

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.
by berggen
Tue Oct 22, 2024 7:10 pm
Forum: Not a bug
Topic: [2.0.7] Confirm button for constants not confirming
Replies: 6
Views: 950

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 ...
by berggen
Mon Oct 21, 2024 9:47 pm
Forum: Not a bug
Topic: [2.0.7] Confirm button for constants not confirming
Replies: 6
Views: 950

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
by berggen
Mon Oct 21, 2024 6:04 pm
Forum: Not a bug
Topic: [2.0.7] Confirm button for constants not confirming
Replies: 6
Views: 950

[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.
by berggen
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: 31
Views: 15714

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.
by berggen
Tue Jun 13, 2023 1:55 pm
Forum: General discussion
Topic: Do biters communicate? What do they call themselves?
Replies: 3
Views: 2358

Re: Do biters communicate? What do they call themselves?

ceruleanwater wrote: Sat Jun 03, 2023 10:15 pm That's why they pop randomly...
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 :)
by berggen
Thu Sep 17, 2020 4:15 pm
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 5855

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 ...

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