Search found 58 matches

by Soul-Burn
Mon Jan 20, 2025 5:09 pm
Forum: Duplicates
Topic: [2.0.32] decider combinator weird with molten signals
Replies: 6
Views: 260

Re: [2.0.32] decider combinator weird with molten signals

The signal is the molten iron fluid. The combinator is comparing the melting iron recipe.
by Soul-Burn
Mon Jan 06, 2025 8:46 pm
Forum: Duplicates
Topic: [2.0.29] Alt-scroll doesn't change quality in signal selectors
Replies: 1
Views: 164

[2.0.29] Alt-scroll doesn't change quality in signal selectors

Alt-scroll is used to change quality. It works with items in hand, and when selecting crafting recipes.

In the past it also worked when selecting signal values e.g. in decider combinators. In the latest version, it does not work when selecting signals.

I verified that it used to work in months old ...
by Soul-Burn
Wed Dec 11, 2024 2:31 am
Forum: Ideas and Suggestions
Topic: [2.0.21] Set filter on Inserters and Asteroid Collectors behave differently.
Replies: 3
Views: 399

Re: [2.0.21] Set filter on Inserters and Asteroid Collectors behave differently.

There are more cases such as these inconsistencies in this reddit post.

Assemblers see their own signals (but not for "set recipe").

Collectors don't see their own signals (as expected).

Inserters see their own signals (as you mentioned).

Requester chests see their own signals.
by Soul-Burn
Fri Nov 29, 2024 8:49 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] With 100 scrap prod, recycler shows "Productivity = +1000%" rather than limit
Replies: 3
Views: 2377

Re: With 100 scrap prod, recycler shows "Productivity = +1000%" rather than limit

Here's a save that has the problem for me.

No mods, only Space Age.

It shows 300% = limit correctly on other buildings.
by Soul-Burn
Sat Nov 23, 2024 12:18 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] With 100 scrap prod, recycler shows "Productivity = +1000%" rather than limit
Replies: 3
Views: 2377

[Klonan] With 100 scrap prod, recycler shows "Productivity = +1000%" rather than limit

As visible in the screenshot, it shows "Productivity = +1000%", as if it is not limited to +300%. However, the calculated values are appropriate to +300% prod, and so do the experimental results.
Screenshot 2024-11-23 141435.png
Screenshot 2024-11-23 141435.png (522.84 KiB) Viewed 2377 times
by Soul-Burn
Fri Nov 22, 2024 12:14 pm
Forum: Ideas and Suggestions
Topic: Allow reordering Map Pins
Replies: 17
Views: 1254

Re: Allow reordering Map Pins

I am using pins as a sort of todo list. Reordering them would be incredibly helpful for this.
by Soul-Burn
Wed Nov 20, 2024 5:20 pm
Forum: Ideas and Suggestions
Topic: Automated landfill should be optional
Replies: 17
Views: 1221

Automated landfill should be optional

TL;DR
Automated landfill should not be the default for shift build. It should either be an option, or limited to super-force build, as it was in FFF-383.

Why?
While automated landfill is great when you *want* to build over water or in space, many times it's not wanted. For example:


When ...
by Soul-Burn
Sun Nov 17, 2024 6:52 pm
Forum: Ideas and Suggestions
Topic: Items per minute under second to help with values
Replies: 16
Views: 1461

Option for throughput tooltip to be per minute or second

TL;DR
The throughput tooltip for crafting machines should allow seconds or minutes.

Why?
Currently, the throughput display is per second. This works great for high throughput buildings and fast recipes, as seen in FFF-426.
https://cdn.factorio.com/assets/blog-sync/fff-426-recipe-speed-tooltip ...
by Soul-Burn
Thu Nov 14, 2024 10:55 pm
Forum: Ideas and Suggestions
Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
Replies: 34
Views: 3870

Keep same items when setting recipe to a similar recipe

TL;DR
When switching recipes automatically, items which are shared between the recipes should remain in the machine


What?
When switching recipes, all ingredients and results are put into the dump inventory and have to be removed before the recipe changes.
Many times, the other recipe uses ...
by Soul-Burn
Fri Nov 08, 2024 7:58 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.11] Portable solar panel not affected by per-planet insolation
Replies: 5
Views: 2438

Re: [2.0.11] Portable solar panel not affected by per-planet insolation

Neither the tooltip for the solar panel itself nor the suit "Solar panel power" are updated. This is quite confusing on low solar planets e.g. Fulgora with 20% power.
by Soul-Burn
Fri Nov 08, 2024 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] Combinator with negative values shows as huge number when parameterized
Replies: 1
Views: 329

[Kovarex] Combinator with negative values shows as huge number when parameterized

Build a constant combinator with negative values. As seen here, -20 and -20. Create blueprint and try to parameterize. One of the values is correctly shown as -20 and the other is a huge number, probably an underflow.

11-08-2024, 15-33-21.png
11-08-2024, 15-33-31.png
11-08-2024, 15-33-56.png ...
by Soul-Burn
Thu Nov 07, 2024 2:19 pm
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 51
Views: 4503

Re: Please, PLEASE make circuit connection behavior configurable per wire

Adding my +1 to this.

I wanted to use the asteroid catcher both for "read contents" to utilize the big buffer on it, and "set filters" to make it stop working when the system is loaded. When using just one catcher, this is easy. When trying to use many, this requires a combinator for input and ...
by Soul-Burn
Thu Nov 07, 2024 7:44 am
Forum: Duplicates
Topic: [2.0.15] Parametrised blueprints set fluid in requester chest
Replies: 3
Views: 505

Re: [2.0.15] Parametrised blueprints set fluid in requester chest

I think this is actually expected behavior.
Logistic groups are also shared with constant combinators, which can accept fluids and every other type of signal.
So yes, you can see a request with a request for [green square].
by Soul-Burn
Tue Nov 05, 2024 4:12 pm
Forum: Minor issues
Topic: It's possible to get science - softlocked on Vulcanus.
Replies: 18
Views: 2864

Re: It's possible to get science - softlocked on Vulcanus.

In past versions (pre-release) you needed satellites, which needed accumulators, which needed power poles.
However since that change, indeed it seems you can get softlocked on Vulcanus.

Considering a softlock like this was fixed for Fulgora, I see this similar softlock fixed for Vulcanus as well.
by Soul-Burn
Sat Nov 02, 2024 4:05 pm
Forum: Ideas and Suggestions
Topic: Allow blueprint & co to travel with us into space
Replies: 18
Views: 7003

Re: [SA] Allow blueprint-like entities while entering the rocket silo

None of these items should ever be in your inventory for long. They take up space, and can be lost when you die or trash your items by mistake.

That's what the blueprint library is for. Press B and put them there. It has a tab for "global" blueprints for your player, and for "current game".
by Soul-Burn
Sat Nov 02, 2024 12:38 pm
Forum: Modding interface requests
Topic: find_entities_filtered: Support for "area" around "position"
Replies: 0
Views: 98

find_entities_filtered: Support for "area" around "position"

There are many times when I am looking for entities around another entity, e.g. mining area of mining drills or inserters around an assembler.
For this, I have to use various bounding box functions to produce the area from the bounding box or position of the entity.

I suggest that when "area" and ...
by Soul-Burn
Wed Oct 30, 2024 9:01 pm
Forum: Ideas and Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 15
Views: 1063

Train condition progress should look clearer when at 100%

TL;DR
Conditions in train/platform schedules should show as clearly satisfied compared to 99%

What?
Progress of conditions currently looks almost the same between full and 99% full, requiring to look closely to see the missing 1%.
When at 100%, the graphic should look differently, and easy to ...
by Soul-Burn
Tue Oct 29, 2024 5:34 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.12] Setting logistic group filters by section.filters = new_filters doesn't update the named group
Replies: 1
Views: 468

[2.0.12] Setting logistic group filters by section.filters = new_filters doesn't update the named group

In a mod I am maintaining (FilterHelper), I set logistic section filters by assigning section.filters = new_filters.
On the entity I am updating, the group changes correctly. However, on other entities, the group with the same name does not change.

Changing the group manually after the programmatic ...
by Soul-Burn
Tue Oct 29, 2024 4:55 pm
Forum: Ideas and Suggestions
Topic: Show arrow to pinned object when hovering over pin
Replies: 4
Views: 376

Show arrow to pinned object when hovering over pin

TL;DR
The arrow to the pinned object should show when hovering over it, even if it is set to not always show.


What?
When a pin is set to "always show", the arrow and distance appears.
When a pin is set not "always show", the arrow doesn't show. Hovering shows the camera at the pin, but there's ...
by Soul-Burn
Tue Oct 29, 2024 4:44 pm
Forum: Ideas and Suggestions
Topic: Add checkbox to every pin in the list. Enable/Disable pin always visible.
Replies: 2
Views: 276

Re: Add checkbox to every pin in the list. Enable/Disable pin always visible.

Otherwise, hide the pin automatically when you're in the car.

Also, hovering over the pin should show the arrow to the pin, even if it's set not to show.

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