Search found 115 matches

by danbopes
Sun Jun 28, 2026 1:37 am
Forum: Ideas and Suggestions
Topic: Auto-rotate fluid tanks when placed in a row
Replies: 2
Views: 126

Re: Auto-rotate fluid tanks when placed in a row

This may not always be something that the user wants. I know plenty of dual stations serving 2 liquids, and merging them together is not ideal. Also, storage tanks are not something that historically has been "draggable" in a sense that the previous placement effected future placement. It drags like ...
by danbopes
Sun Jun 28, 2026 1:20 am
Forum: Ideas and Suggestions
Topic: temperature
Replies: 1
Views: 91

Re: temperature

I think it was probably done for performance reasons. To actively check and update the slowness based on the temperature level of surrounding pipes as opposed to a one off frozen/unfrozen, would cause a more sizeable ups hit.
by danbopes
Fri Jun 26, 2026 3:12 am
Forum: Bug Reports
Topic: [2.1.8] Cannot transfer nukes or rocket silos between space platforms
Replies: 4
Views: 539

Re: [2.1.8] Cannot transfer nukes or rocket silos between space platforms

If they can't be sent up to space via shuttle, what makes you think they can fit into cargo pods?

I'd say this is working as intended.
by danbopes
Tue Mar 03, 2026 7:43 am
Forum: Ideas and Suggestions
Topic: [2.1] Mods oranizer. Presets, Groups, Favorite and Default
Replies: 2
Views: 451

Re: Mods oranizer. Presets, Groups, Favorite and Default

I'd like to see the same filters on the explore tab, be on the manage tab as well. I've grown my mods to 100+ at this point, and I currently find myself wanting to enable only small tweaks to my new playthrough (Of previously installed mods that I ran in the past), but can't do it easily. I have to ...
by danbopes
Sat Dec 27, 2025 1:45 pm
Forum: General discussion
Topic: My space age review
Replies: 63
Views: 14879

Re: My space age review

My only major gripe with space age was the design of the landing pads being limited to 1 per planet. Watching AVDII on YouTube (Who did 1M spm run) have to resort to using bots to extract items out of the pad because throughput wasn't high enough, kinda goes against the idea of "Base must grow ...
by danbopes
Fri Jul 18, 2025 10:49 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Request]Roboport network area jammer
Replies: 1
Views: 892

Re: [Mod Request]Roboport network area jammer

This might be of help to you:

https://mods.factorio.com/mod/LogiNetCh ... rom=search

Outside of this, the API doesn't really have any ability to segment networks like this.
by danbopes
Tue Jul 01, 2025 6:53 pm
Forum: Implemented Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 50
Views: 13477

Re: Hide Unavailable Items from Factoriopedia

Alternatively: Just show unavailable recipes as RED, so you can distinguish easily between ones you can craft, and ones you can't.
by danbopes
Sun Jun 29, 2025 2:53 am
Forum: Not a bug
Topic: [2.0.55]Mod breaks reading capitalized extensions only when in a .zip
Replies: 1
Views: 582

Re: [2.0.55]Mod breaks reading capitalized extensions only when in a .zip

Filenames in windows are case insensitive so when searching if a file exists and loading, filenames don't care about case. This is not the case for zip files, because the files are explicitly loaded via code.

Regardless, if this was fixed to do case-insensitive matching on windows, the mod would ...
by danbopes
Fri Jun 20, 2025 11:46 pm
Forum: Technical Help
Topic: [2.0.57] ~10 FPS Drop when maximized/fullscreen
Replies: 0
Views: 656

[2.0.57] ~10 FPS Drop when maximized/fullscreen

I can't seem to find the root cause of why the game renders differently when maximized or at full screen versus when windowed (Even a few pixels smaller than maximized).

I'm on Ubuntu 24.04, using gdm/X11. I've got the latest published nvidia ubuntu drivers: 570.133.07.

Side by side comparison ...
by danbopes
Wed Jun 18, 2025 3:51 pm
Forum: Not a bug
Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
Replies: 14
Views: 3365

Re: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops

Perhaps it would be better to differentiate internally if it's a temporary stop created by script or by the player?
by danbopes
Tue Jun 17, 2025 6:45 pm
Forum: Ideas and Suggestions
Topic: Allow more functions to be used in blueprint parameterization
Replies: 7
Views: 3104

Re: Allow more functions to be used in blueprint parameterization



I'd also love the ability to get the stack size of an item that's used as an ingredient. Currently we can get the "count" of ingredient 1, but no way to get the stack size of that item.


If parameter 1 is set to ingredient 1, then p1_s would give you it's stack size.


06-17-2025, 14-44-57 ...
by danbopes
Mon Jun 16, 2025 4:45 pm
Forum: Ideas and Suggestions
Topic: Spoiled items should be inserted directly into trash slots
Replies: 2
Views: 814

Spoiled items should be inserted directly into trash slots

One of the things that I find annoying about spoiling items is always worrying about ends of belts and the places where spoiled items go. I think it would be easier if assembly machines allowed spoiled items to be inserted directly into the trash slots. Would simplify logic down a lot, as your ...
by danbopes
Mon Jun 09, 2025 9:30 pm
Forum: Implemented mod requests
Topic: Add APIs to manage logistic groups
Replies: 10
Views: 3744

Re: Add APIs to manage logistic groups

Rseding91 wrote: Mon Jun 09, 2025 9:00 pm Ok. For the next release I added LuaForce::get_logistic_groups(), get_logistic_group(), create_logistic_group(), and delete_logistic_group().
<3
by danbopes
Sun Jun 08, 2025 7:03 pm
Forum: Modding help
Topic: Downloading mod thumbnail using C# HttpClient
Replies: 13
Views: 2750

Re: Downloading mod thumbnail using C# HttpClient



I just wrote this dirt simple script to show that downloading assets works perfectly fine:


In fact, at some point the code began to work and the pictures were downloading, even a long amount of time and after many application restarts. This morning when I checked, the method stopped working ...
by danbopes
Sun Jun 08, 2025 6:27 am
Forum: Implemented mod requests
Topic: Add APIs to manage logistic groups
Replies: 10
Views: 3744

Re: Add APIs to manage logistic groups

+1 Annoying to not be able to see groups in the modded Cybersyn Combinator until I type the group name in.
by danbopes
Sat Jun 07, 2025 11:37 pm
Forum: Ideas and Suggestions
Topic: Allow more functions to be used in blueprint parameterization
Replies: 7
Views: 3104

Re: Allow more functions to be used in blueprint parameterization

I'd also love the ability to get the stack size of an item that's used as an ingredient. Currently we can get the "count" of ingredient 1, but no way to get the stack size of that item.
by danbopes
Sat Jun 07, 2025 11:34 pm
Forum: Modding help
Topic: Downloading mod thumbnail using C# HttpClient
Replies: 13
Views: 2750

Re: Downloading mod thumbnail using C# HttpClient

I just wrote this dirt simple script to show that downloading assets works perfectly fine:

using System.Text.RegularExpressions;

var client = new HttpClient();

var html = await client.GetStringAsync("https://mods.factorio.com/");

var matches = Regex.Matches(html, @"""(https://assets-mod ...
by danbopes
Sat Jun 07, 2025 11:14 pm
Forum: Modding help
Topic: Downloading mod thumbnail using C# HttpClient
Replies: 13
Views: 2750

Re: Downloading mod thumbnail using C# HttpClient

Can you share some of the code (Like a minimal snippet), and I can try to help further.
by danbopes
Sat Jun 07, 2025 4:57 pm
Forum: Modding help
Topic: Downloading mod thumbnail using C# HttpClient
Replies: 13
Views: 2750

Re: Downloading mod thumbnail using C# HttpClient

"Host is unknown" indicates a DNS resolution failure. Ensure the link is correct (And no whitespace characters) and wherever the code is running ensure has proper Internet access.

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