Search found 7 matches

by Utahjarhead
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 ...
by Utahjarhead
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.
05-27-2025, 21-08-21.png
05-27-2025, 21-08-21.png (710.42 KiB) Viewed 446 times
by Utahjarhead
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 ...
by Utahjarhead
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 ...
by Utahjarhead
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"

computeraddict wrote: Thu Jan 25, 2024 2:09 am I think this is already in the pipeline:

https://factorio.com/blog/post/fff-382
THANK YOU! :) I appreciate you linking that. Great reading material.
by Utahjarhead
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.
by Utahjarhead
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.

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