Search found 29 matches
- Wed Jul 01, 2026 8:42 pm
- Forum: Won't fix.
- Topic: [2.1.8] Machine arrow don't show lane in blueprint dialogue
- Replies: 2
- Views: 246
Re: [2.1.8] Machine arrow don't show lane in blueprint dialogue
my forum post got marked as a duplicate of this one, by the way.
- Wed Jul 01, 2026 8:35 pm
- Forum: Duplicates
- Topic: [2.1.9] Inserter Alt‐mode lane arrows not shown in blueprint GUI
- Replies: 2
- Views: 70
- Wed Jul 01, 2026 8:25 pm
- Forum: Duplicates
- Topic: [2.1.9] Inserter Alt‐mode lane arrows not shown in blueprint GUI
- Replies: 2
- Views: 70
[2.1.9] Inserter Alt‐mode lane arrows not shown in blueprint GUI
the Alt‐mode inserter arrows are lane‐specific in‐game, except in the blueprint GUI, where they revert to the pre‑2.1 arrow style.
detailed description
in the main game view, when Alt‐mode is enabled or when hovering the mouse pointer over them, inserters and other direct‐insertion entities show ...
detailed description
in the main game view, when Alt‐mode is enabled or when hovering the mouse pointer over them, inserters and other direct‐insertion entities show ...
- Wed Jun 24, 2026 12:27 am
- Forum: Balancing
- Topic: Make quality modules affect the quality “skip” probability
- Replies: 0
- Views: 254
Make quality modules affect the quality “skip” probability
currently, when an item craft completes with a nonzero quality probability, the following process occurs:
the game “rolls a die” with the final calculated quality effect probability. if the check fails, output the product in the same quality as the ingredients. if it succeeds, continue to step 2 ...
the game “rolls a die” with the final calculated quality effect probability. if the check fails, output the product in the same quality as the ingredients. if it succeeds, continue to step 2 ...
- Tue Jun 23, 2026 11:44 pm
- Forum: Balancing
- Topic: Fix Bugged Concrete Recycling Recipe
- Replies: 6
- Views: 920
Re: Fix Bugged Concrete Recycling Recipe
+1 , i absolutely agree. i think it’s ridiculous that concrete almost takes more time to recycle than to craft . with 2.1 patching the hazard concrete “exploit”, Fulgoran factories now require a massive, disproportionate amount of recyclers to void all the unneeded concrete, which i just don’t find ...
- Thu Oct 09, 2025 7:43 pm
- Forum: Ideas and Suggestions
- Topic: add support for newer codecs
- Replies: 11
- Views: 3425
Re: add support for newer codecs
Apologies for reviving the old thread, but I thought I'd give some input as one of the contributors to libjxl. […]
wow, i can’t believe one of the actual libjxl developers noticed my post! it’s a small world, huh?
i’ve been interested in contributing to JPEG XL for some time now, but can’t ...
- Thu Oct 09, 2025 7:11 pm
- Forum: Modding interface requests
- Topic: Allow roboport energy_source = "burner"
- Replies: 5
- Views: 1787
Re: Add various types of power for roboports
+1. there’s already a post suggesting this in the dedicated “modding interface requests” subforum, by the way.
- Thu Oct 09, 2025 7:05 pm
- Forum: Modding interface requests
- Topic: Allow roboport energy_source = "burner"
- Replies: 5
- Views: 1787
Allow all energy source types for roboports
+1 because it’s funny.
in all seriousness, i find it arbitrary and needlessly restrictive that roboports can only take electrical and void energies. it would be pretty cool to have a heat‐powered roboport on Aquilo or a light‐oil‐powered roboport in an industrial‐themed, dieselpunk mod. down with ...
in all seriousness, i find it arbitrary and needlessly restrictive that roboports can only take electrical and void energies. it would be pretty cool to have a heat‐powered roboport on Aquilo or a light‐oil‐powered roboport in an industrial‐themed, dieselpunk mod. down with ...
- Mon Dec 23, 2024 1:41 am
- Forum: Ideas and Suggestions
- Topic: Add "nth bit is set" to circuit signal comparisons
- Replies: 2
- Views: 900
Re: Add "nth bit is set" to circuit signal comparisons
you don’t need this at all, since what you’re describing can be done with only one or two arithmetic combinators and some judicious bitwise operators:
to check if a bit is set (to get its value), you just need to calculate the bitwise AND of the input and a constant with just that bit set (here ...
to check if a bit is set (to get its value), you just need to calculate the bitwise AND of the input and a constant with just that bit set (here ...
- Sun Dec 22, 2024 10:09 pm
- Forum: Ideas and Suggestions
- Topic: withhold productivity outputs until a crafting cycle completes
- Replies: 5
- Views: 1737
Re: withhold productivity outputs until a crafting cycle completes
Actually, with the "set recipe" circuit signal option, can't this be pretty easily automated too? Especially the productivity > 100% case.
Actually i cant reproduce this exploit at all
i just tried this in‐game: it works when deconstructing the machine (whether by hand or with bots) and ...
- Sun Dec 22, 2024 8:52 pm
- Forum: Ideas and Suggestions
- Topic: withhold productivity outputs until a crafting cycle completes
- Replies: 5
- Views: 1737
withhold productivity outputs until a crafting cycle completes
TLDR
asynchronous productivity can be manually exploited for free crafts, so make productivity output synchronously.
what?
when a machine’s productivity progress bar fills up, add its productivity results to the output of the machine only when the “main” green crafting progress bar fills up ...
asynchronous productivity can be manually exploited for free crafts, so make productivity output synchronously.
what?
when a machine’s productivity progress bar fills up, add its productivity results to the output of the machine only when the “main” green crafting progress bar fills up ...
- Tue Dec 17, 2024 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Changing behavior of logistic network with items lower than 100% condition
- Replies: 21
- Views: 6114
Re: Automatically repair damaged *items* in logistical network
this is a great idea! i can imagine construction bots moving over to the logistic chest containing the item and repairing it like an entity. they could also repair damaged items in the player's inventory by hovering over them. personal roboports would be even more useful!
speaking of which, being ...
speaking of which, being ...
- Fri Dec 13, 2024 8:09 pm
- Forum: Not a bug
- Topic: [2.0.25] Dropping items on belt allows for over compression
- Replies: 1
- Views: 1082
[2.0.25] Dropping items on belt allows for over compression
when dropping items on a belt, if you continue dropping them ever so slightly behind the items already on the belt, the items will be dropped exactly where your pointer is, arbitrarily close (compressed) to the items ahead. this always happens and is independent of the save used.
i expected ...
i expected ...
- Thu Dec 12, 2024 10:12 pm
- Forum: Balancing
- Topic: buff or rename piercing shotgun shells
- Replies: 7
- Views: 2750
Re: buff or rename piercing shotgun shells
my bad, i only saw there was a Balancing subforum immediately after i posted.
- Wed Dec 11, 2024 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 26
- Views: 12705
Re: Change train station already added to schedule
+1 bump. i think this is even more necessary in 2.0 due to interrupts: let’s say you start setting up a wildcard interrupt with a destination of [item] unload , finish setting the complex wait conditions on it, then realize you misspelled it as [item]unload (without the space). you then have to add ...
- Wed Dec 11, 2024 4:33 pm
- Forum: Ideas and Suggestions
- Topic: show flamethrower turret fluid damage multiplier in Factoriopedia
- Replies: 0
- Views: 514
show flamethrower turret fluid damage multiplier in Factoriopedia
TLDR
the different fluids the flamethrower turret can take as input have different damage multipliers, but this isn’t shown in Factoriopedia.
what?
display the damage multiplier of each fluid the flamethrower turret can take as input in its Factoriopedia entry.
why?
the mechanic of each ...
the different fluids the flamethrower turret can take as input have different damage multipliers, but this isn’t shown in Factoriopedia.
what?
display the damage multiplier of each fluid the flamethrower turret can take as input in its Factoriopedia entry.
why?
the mechanic of each ...
- Wed Dec 11, 2024 4:21 pm
- Forum: Ideas and Suggestions
- Topic: rename “firearm magazine” to “rounds magazine”
- Replies: 5
- Views: 2026
rename “firearm magazine” to “rounds magazine”
the names of magazines in the bullet ammo category go like this:
firearm magazine
piercing rounds magazine
uranium rounds magazine
notice how they're all named [qualifier] rounds magazine except for the first. for shotgun shells, cannon shells and rockets, this kind of pattern holds with no ...
firearm magazine
piercing rounds magazine
uranium rounds magazine
notice how they're all named [qualifier] rounds magazine except for the first. for shotgun shells, cannon shells and rockets, this kind of pattern holds with no ...
- Wed Dec 11, 2024 4:00 pm
- Forum: Duplicates
- Topic: [2.0.24] Shotgun shell tooltip and factoriopedia entry show wrong pellet count
- Replies: 2
- Views: 1102
[2.0.24] Shotgun shell tooltip and factoriopedia entry show wrong pellet count
in the tooltips and Factoriopedia entries for regular and piercing shotgun shells, their pellet counts are reported as 144 and 256 respectively. this is actually the square of their respective real pellet counts (12 and 16).
- Wed Dec 11, 2024 3:41 pm
- Forum: Balancing
- Topic: buff or rename piercing shotgun shells
- Replies: 7
- Views: 2750
buff or rename piercing shotgun shells
TLDR
“piercing” shotgun shells aren’t actually piercing in 2.0, so make them so or rename them.
what?
increase “piercing” shotgun shells’ pellets’ damage to something like 12 physical or rename them to something like “dense shotgun shells”.
why?
in 2.0, the only difference between regular ...
“piercing” shotgun shells aren’t actually piercing in 2.0, so make them so or rename them.
what?
increase “piercing” shotgun shells’ pellets’ damage to something like 12 physical or rename them to something like “dense shotgun shells”.
why?
in 2.0, the only difference between regular ...
- Mon Oct 21, 2024 10:03 pm
- Forum: Duplicates
- Topic: [2.0.8] some new technologies lack summaries
- Replies: 1
- Views: 539
[2.0.8] some new technologies lack summaries
the new “Steam power”, “Electric mining drill” and “Advanced combinators” technologies lack flavor text summaries. they’re the only base‐game techs without descriptions.