Encountered similar bug in editor mode
Save file to repro bug on: circuit-wiring-messed-after-delete-undo.zip
1. Delete whole powerplant with deconstruction planner
2. Undo deletion with Ctrl+Z
Expected:
Circuit wiring around reactors (power poles hexagon) is normal
green-circuit-wiring-ok.jpeg ...
Search found 13 matches
- Sun Feb 16, 2025 10:08 am
- Forum: Duplicates
- Topic: [2.0.27] Undoing blueprint deletion results in redundant wires within that blurprint
- Replies: 5
- Views: 451
- Thu Nov 07, 2024 10:49 am
- Forum: Not a bug
- Topic: [2.0.14] Entity ghost selection order under cursor prevents smooth deconstruct-then-place
- Replies: 0
- Views: 197
[2.0.14] Entity ghost selection order under cursor prevents smooth deconstruct-then-place
For some entities, if entity marked for deconstruction and another entity's ghost overlap, it's impossible to select existing entity, as selection prefers ghost.
Notable examples:
- Transport belt ghost over underground belt
- Stone furnace ghost over wooden power pole
Might be worth to always ...
Notable examples:
- Transport belt ghost over underground belt
- Stone furnace ghost over wooden power pole
Might be worth to always ...
- Mon Nov 04, 2024 2:35 pm
- Forum: Not a bug
- Topic: [2.0.14][modded] Loaders show incorrect max power consumption
- Replies: 1
- Views: 384
[2.0.14][modded] Loaders show incorrect max power consumption
TL;DR: loaders, when outfitted with electric energy source, show max power consumption like they transfer 2 items per tick
Steps to reproduce:
Install mods AAI Loaders and AAI Loaders: Electric Powered . They're not strictly mandatory, just give the simplest access to electric loaders.
Use ...
Steps to reproduce:
Install mods AAI Loaders and AAI Loaders: Electric Powered . They're not strictly mandatory, just give the simplest access to electric loaders.
Use ...
- Mon Nov 04, 2024 2:03 pm
- Forum: Modding help
- Topic: Saw-like power graph for entities which consume power not every tick, especially loaders
- Replies: 0
- Views: 154
Saw-like power graph for entities which consume power not every tick, especially loaders
Hello!
Entities like loaders consume power not every tick but every moment they transfer an item. As a result, their power consumption graph looks like sawblade. Are there any good techniques to mitigate this behavior and smoothen such power graph?
Thanks
Entities like loaders consume power not every tick but every moment they transfer an item. As a result, their power consumption graph looks like sawblade. Are there any good techniques to mitigate this behavior and smoothen such power graph?
Thanks
- Mon Oct 21, 2024 12:55 pm
- Forum: General discussion
- Topic: [SOLVED] Space Age bought from site is actually bought on Humble Bundle
- Replies: 7
- Views: 1944
Re: Space Age bought from site is actually bought on Humble Bundle
Thanks for help. Seems I mistakenly closed webpage I opened via link, and my key was transferred to HB "account", though I was able to reclaim it in the end.
Problem solved.
Problem solved.
- Mon Oct 21, 2024 11:42 am
- Forum: General discussion
- Topic: [SOLVED] Space Age bought from site is actually bought on Humble Bundle
- Replies: 7
- Views: 1944
[SOLVED] Space Age bought from site is actually bought on Humble Bundle
EDIT: You'll get email from HB with a link. That link is one-time, in the sense if you close page you opened through it, your key will be transferred to your HB account where you can claim it, If you don't have one, you can create it bound to your email from which you bought SA.
Hello!
Just bought ...
Hello!
Just bought ...
- Fri Oct 18, 2024 7:55 am
- Forum: Ideas and Suggestions
- Topic: Add "Ignore unlisted items" option to logistics groups settings
- Replies: 0
- Views: 246
Add "Ignore unlisted items" option to logistics groups settings
TL;DR: When "Trash unrequested" is enabled, **all** items not in enabled logistics groups are trashed. Proposed option should prevent trashing items which are not listed in logistics groups at all.
Rationale: you may want to keep some items manually stocked, like a car for movement, yet still be ...
Rationale: you may want to keep some items manually stocked, like a car for movement, yet still be ...
- Mon Apr 29, 2024 11:08 am
- Forum: Implemented Suggestions
- Topic: Make loaders controllable by circuit network
- Replies: 2
- Views: 1042
Make loaders controllable by circuit network
TL;DR
Allow loaders be connected to circuit network and have same controls as inserter/filtered inserter
What
Make loaders compatible to circuit networks. Allow following circuit options:
Read contents, probably hold and pulse modes like belt
Enable/disable loader via condition, like belt ...
Allow loaders be connected to circuit network and have same controls as inserter/filtered inserter
What
Make loaders compatible to circuit networks. Allow following circuit options:
Read contents, probably hold and pulse modes like belt
Enable/disable loader via condition, like belt ...
- Sun May 21, 2023 12:56 pm
- Forum: Mods
- Topic: [MOD 0.1] AAI Loaders Electric Power
- Replies: 0
- Views: 751
[MOD 0.1] AAI Loaders Electric Power
Hello!
A small mod which I hope would be useful to someone: https://mods.factorio.com/mod/aai-loaders-electric
Long story short, it tweaks Earendel's AAI Loaders to be powered with electricity and have more or less reasonable costs
Thanks!
A small mod which I hope would be useful to someone: https://mods.factorio.com/mod/aai-loaders-electric
Long story short, it tweaks Earendel's AAI Loaders to be powered with electricity and have more or less reasonable costs
Thanks!
- Sun Jan 17, 2021 12:17 pm
- Forum: Modding help
- Topic: How to access temporary BP in player's hand?
- Replies: 5
- Views: 3167
Re: How to access temporary BP in player's hand?
Thanks for the link. Unfortunately I already know about this API, and it has two severe limitations. First, it's unclear how to modify such BP, as it provides only getter methods. Second, it doesn't seem to provide access to BP tiles, as there's only get_blueprint_entities and nothing similar to ...
- Tue Jan 05, 2021 9:27 pm
- Forum: Modding help
- Topic: How to access temporary BP in player's hand?
- Replies: 5
- Views: 3167
Re: How to access temporary BP in player's hand?
Well, I'm not trying to mess with BP library. I just want to modify BP picked from there as if it was a temporary.
- Tue Jan 05, 2021 8:02 pm
- Forum: Modding help
- Topic: How to access temporary BP in player's hand?
- Replies: 5
- Views: 3167
How to access temporary BP in player's hand?
Hello!
I'm trying to revive "Landfill Everything" mod. While it's made mostly working by fixes presented in this post; https://forums.factorio.com/viewtopic.php?p=528357#p528357 , it's now unable to operate on temporary BPs or BPs opened from library, unline in 0.18 times. This is caused ...
I'm trying to revive "Landfill Everything" mod. While it's made mostly working by fixes presented in this post; https://forums.factorio.com/viewtopic.php?p=528357#p528357 , it's now unable to operate on temporary BPs or BPs opened from library, unline in 0.18 times. This is caused ...
- Tue Jan 05, 2021 7:51 pm
- Forum: Mods
- Topic: [MOD 0.17] Landfill Everything!
- Replies: 7
- Views: 6177
Re: [MOD 0.17] Landfill Everything!
Unfortunately mod still doesn't operate well with temporary blueprints or blueprints from library. Caused by control.lua:198 check, it fails if entity in hand isn't a real item.