Search found 7 matches
- Sat Jan 31, 2026 11:22 pm
- Forum: Modding help
- Topic: Unable to calculate player speed on concrete and unsure why
- Replies: 0
- Views: 207
Unable to calculate player speed on concrete and unsure why
I'm writing a mod to grant a mech suit the ability to fly at the speed as running, even taking into account concrete while simultaneously ignoring the slower speeds of things like Fulgora's oil oceans. It does catch the flying speed properly, but doesn't grant run bonuses based on the underlying ...
- Wed May 28, 2025 3:09 am
- Forum: Duplicates
- Topic: [2.0.47] Tall objects are displayed through underground belts.
- Replies: 1
- Views: 446
[2.0.47] Tall objects are displayed through underground belts.
As seen on the right-side underground, walls display above the underground graphic.
LITRALLY UNPLAYABLE!
But for reals, not such a big deal, but figured you should know.
LITRALLY UNPLAYABLE!
But for reals, not such a big deal, but figured you should know.
- Sun Nov 03, 2024 3:03 am
- Forum: Gameplay Help
- Topic: Train interrupts scheduling train runs even though Requester stations have Limit = 0
- Replies: 2
- Views: 1482
Train interrupts scheduling train runs even though Requester stations have Limit = 0
Got a decent sized rail network set up. Everything was running PERFECTLY when I had a schedule and single set of interrupts per resource. Scaled horribly and it was painful any time a new factory was built. I reworked everything so it's now modular and trains now service requests from ANY provider ...
- Sun Feb 18, 2024 5:20 pm
- Forum: Pending
- Topic: [1.1.101] Ghost cursor doesn't update if items are created but still place the item
- Replies: 1
- Views: 690
[1.1.101] Ghost cursor doesn't update if items are created but still place the item
I understand the subject line is a little confusing. Apologies. I believe this has been a bug for a while, but I don't know for sure.
When placing ghost entities due to a shortage (as opposed to shift-click), if items are actively being created and items do show up in the inventory that match the ...
When placing ghost entities due to a shortage (as opposed to shift-click), if items are actively being created and items do show up in the inventory that match the ...
- Thu Jan 25, 2024 2:55 am
- Forum: Implemented Suggestions
- Topic: Feature request: Spidertron "trash anything without a logistics request"
- Replies: 4
- Views: 1387
Re: Feature request: Spidertron "trash anything without a logistics request"
THANK YOU!computeraddict wrote: Thu Jan 25, 2024 2:09 am I think this is already in the pipeline:
https://factorio.com/blog/post/fff-382
- Thu Jan 25, 2024 12:29 am
- Forum: Implemented Suggestions
- Topic: Feature request: Spidertron "trash anything without a logistics request"
- Replies: 4
- Views: 1387
Re: Feature request: Spidertron "trash anything without a logistics request"
To clarify, I am not asking that the items just disappear. I think just letting the logistics trash handle it would be amazing. It would be as if every undefined item had a Max 0 limit set.
- Thu Jan 25, 2024 12:24 am
- Forum: Implemented Suggestions
- Topic: Feature request: Spidertron "trash anything without a logistics request"
- Replies: 4
- Views: 1387
Feature request: Spidertron "trash anything without a logistics request"
Subject says it all. Going through spidertron inventories can be a pain. A simple checkbox to automatically trash anything not explicitly defined in a logistics request would be phenomenal. Similar to how an Infinity Chest in sandbox (mod) has the ability to discard anything not explicitly defined.