Search found 876 matches
- Mon Jan 19, 2026 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 26
- Views: 5220
Re: Give agricultural towers separate circuit toggles for planting and harvesting
For my farms with circuit controlled harvesting, I see no need to ever deactivate planting seeds, because ripe fruits don't spoil as long as they are not being harvested. I harvest on demand, and there should be as many fruits available as possible, so all plants should have grown as much as ...
- Tue Jan 13, 2026 6:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Crash when atomic bomb spoils inside spidertron
- Replies: 2
- Views: 2423
Re: [2.0.72] Crash when atomic bomb spoils inside spidertron
@mods
Ported to 2.0 and released in 2.0.73
Ported to 2.0 and released in 2.0.73
- Thu Jan 08, 2026 2:57 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 16
- Views: 4219
Re: LuaCircuitNetwork.signals_changed
Yodo wrote: Thu Jan 08, 2026 2:54 pm An event on_signals_changed is not the same as a readable value /attribute is_signals_changed, I thought this thread was about the latter.
I don't see if it is remotely usable.
- Thu Jan 08, 2026 2:10 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 16
- Views: 4219
Re: LuaCircuitNetwork.signals_changed
However, the whole purpose for this request is to not perform on_tick events for each monitored network.
I'm pretty sure this request won't change that. You'll still have to check the value of is_circuit_network_changed every tick, it's not an event.
Yeah, that's my point. The idea behind ...
- Thu Jan 08, 2026 8:38 am
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 16
- Views: 4219
Re: LuaCircuitNetwork.signals_changed
I'm working on a mod library for this use case since i doubt it will see proper implementation in the engine. Will be coming soon, hopefully.
mod link for those interested
I appreciate your determination.
However, the whole purpose for this request is to not perform on_tick events for each ...
- Thu Nov 20, 2025 3:42 pm
- Forum: Modding interface requests
- Topic: Add more ways for quality to affect items
- Replies: 24
- Views: 7279
Re: Add more ways for quality to affect items
Both. Devs periodically provide more ways for quality to affect prototypes, but it's still only few properties, and all of them are hardcoded.gujarat6 wrote: Thu Nov 20, 2025 3:31 pm Was anything done with this and went unnoticed or is it still hardcoded?
- Mon Oct 27, 2025 9:51 am
- Forum: Ideas and Suggestions
- Topic: Palletization - A Way to Make Trains Relevant in the Late Game
- Replies: 15
- Views: 2121
Re: Palletization - A Way to Make Trains Relevant in the Late Game
Technically possible with mods.
Create new kind of fluid wagon, named Pallete Cargo Wagon with a very specific fluid box restrictions.
Create a palletization machines of 2x6 profile which take items and spit them on "pipe" (furnace-like), and depalletization ones which take "fluid" from "pipe ...
Create new kind of fluid wagon, named Pallete Cargo Wagon with a very specific fluid box restrictions.
Create a palletization machines of 2x6 profile which take items and spit them on "pipe" (furnace-like), and depalletization ones which take "fluid" from "pipe ...
- Mon Oct 27, 2025 9:35 am
- Forum: Ideas and Suggestions
- Topic: Statistics on player mod settings
- Replies: 2
- Views: 497
Re: Statistics on player mod settings
Pretty much impossible. This requires (a) collecting players' telemetry, (b) sending it to Wube, and then (c) giving it to third-parties (mod devs). All of these are both non-trivial tasks, potential security risks, and violations of current privacy policy.
- Mon Oct 27, 2025 9:22 am
- Forum: Ideas and Suggestions
- Topic: Fix lasers to use watts instead of joules
- Replies: 39
- Views: 14283
Re: Make the laser turret max consumption show the most it can consume
+1 on renaming the field from "Max consumption" to "Work consumption".
- Mon Oct 27, 2025 9:15 am
- Forum: Ideas and Suggestions
- Topic: Select current recipe when changing assembler recipe
- Replies: 19
- Views: 3676
Re: Select current recipe when changing assembler recipe
+1 on the ability to change quality; it happened to me so many times when I clicked recipe before selecting the needed quality level.
- Mon Oct 27, 2025 9:11 am
- Forum: Ideas and Suggestions
- Topic: Allow blueprint & co to travel with us into space
- Replies: 21
- Views: 13300
- Thu Oct 23, 2025 8:42 am
- Forum: Ideas and Suggestions
- Topic: "Locked" request groups
- Replies: 0
- Views: 306
"Locked" request groups
TL;DR
Add ability to lock request groups from being edited until manually unlocked.
What?
Add a simple "Lock" checkbox/toggle for each named request group, located in either rename window (which should be renamed as "edit window"), or in the list of applied groups.
The lock state is shared ...
Add ability to lock request groups from being edited until manually unlocked.
What?
Add a simple "Lock" checkbox/toggle for each named request group, located in either rename window (which should be renamed as "edit window"), or in the list of applied groups.
The lock state is shared ...
- Thu Oct 23, 2025 8:32 am
- Forum: Ideas and Suggestions
- Topic: Use logistic group multiplier when auto-configuring a requester chest
- Replies: 10
- Views: 2374
Re: Use logistic group multiplier when auto-configuring a requester chest
I would take this idea a step further though. Pasting a recipe onto a requester chest should create a named logistic group using the recipes icon. If it already exists the multiplier gets overwritten. It no longer should replace the existing requests. That way a requester chest could easily be ...
- Thu Oct 23, 2025 8:25 am
- Forum: Ideas and Suggestions
- Topic: Paste to Logistics Storage Chest filter
- Replies: 71
- Views: 27162
Re: Suggestion for "Paste Logistic Settings"
It lets you shift right click an assembler and shift left click (like a requester chest) on inserters and [...] sets the inserter to enable if less than one stack of said item.
Contradicts current implementation, pasting settings into the inserter results in filters for the ingredients for some ...
- Mon Sep 29, 2025 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 26
- Views: 5220
Re: Give agricultural towers separate circuit toggles for planting and harvesting
This idea falls apart the moment fruits stopped being consumed in full capacity.
The "stop harvesting" mode of work will solve that.
Never stop consuming fruit! Process it for seeds then burn what's left, or if you have enough seeds just burn everything!
I made my Gleba base error-prone ...
- Mon Sep 29, 2025 3:59 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 26
- Views: 5220
Re: Give agricultural towers separate circuit toggles for planting and harvesting
I have found managing seed planting is key to controlling fruit output.
Inserting one seed will result in 50 fruit after 5 minutes. An inserter with hand size 1 inserting seeds, clocked in any way you choose (no smaller than approx 240 ticks per agri-tower) will yield a fruit output as regular ...
- Wed Sep 24, 2025 1:46 pm
- Forum: Releases
- Topic: Version 2.0.67
- Replies: 21
- Views: 16809
Re: Version 2.0.67
Hmmm splitters with circuit connection can't watch its content on belt just like common belt, not handy
I decided that reading content of a splitter would be useless because it would have to read content of both input half-belts and both output half-belts. Just place a transport-belt near the ...
- Mon Sep 22, 2025 4:36 pm
- Forum: Releases
- Topic: Version 2.0.67
- Replies: 21
- Views: 16809
Re: Version 2.0.67
WOAH!
- Wed Sep 17, 2025 9:57 am
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 7815
Re: Train condition progress should look clearer when at 100%
Wait, I just noticed the train stop name in this screenshot.
- Tue Sep 16, 2025 12:33 pm
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 7815
Re: Train condition progress should look clearer when at 100%
Only reasonable option for making it colorblind friendly is to completly turn off the partial background drawing. Those colors are unfortunately provided through a png file so adjusting them is a little bit painful.
Maybe use textured background then?
Like green diagonal stripes for partially ...