Search found 58 matches
- 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.
- 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 ...
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 ...
- 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.
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.
- 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.
No mods, only Space Age.
It shows 300% = limit correctly on other buildings.
- 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.
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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 ...
11-08-2024, 15-33-21.png
11-08-2024, 15-33-31.png
11-08-2024, 15-33-56.png ...
- 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 ...
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 ...
- 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].
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].
- 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.
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.
- 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".
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".
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
Also, hovering over the pin should show the arrow to the pin, even if it's set not to show.