Search found 634 matches

by Gergely
Sun Jun 15, 2025 11:20 am
Forum: Ideas and Suggestions
Topic: Parameterised blueprints - do not delete unused parameters
Replies: 1
Views: 214

Re: Parameterised blueprints - do not delete unused parameters

A user story

Say I want to set a value in a transport belt condition based on the number of Yumako tree plots I have. The value I want to set is different (by some carefully thought-out-constant factor) but I want to see "Number of Yumako Trees" as a parameter. This is a nice and simple use-case ...
by Gergely
Thu Jun 12, 2025 2:49 pm
Forum: Modding interface requests
Topic: Splitter prototype - Disable ability to set priorities or filter
Replies: 2
Views: 263

Splitter prototype - Disable ability to set priorities or filter

Way, waaaay back in the day when battles were fought between bots and belts, splitters received a shining buff in the form of priorities and a settable filter.

I request prototype support for disabling the ability of splitters to prioritize input, output or filter items. Essentially to be able to ...
by Gergely
Sun Jun 08, 2025 6:39 pm
Forum: Resolved for the next release
Topic: [2.0.55] Factoriopedia click through when alt clicking empty space in UI
Replies: 1
Views: 296

[2.0.55] Factoriopedia click through when alt clicking empty space in UI

TLDR

When alt-clicking on certain empty locations in the UI the Factoriopedia opens for the tile that happens to be under the mouse behind the UI. (See screenshots.)

Steps to reproduce


Open an entity or the inventory.
Alt-click on an empty space in the UI that does not clearly belong to a ...
by Gergely
Sun Jun 08, 2025 3:44 pm
Forum: Ideas and Suggestions
Topic: Please leave those configuration check box always enabled, there is not a single reason to disable them
Replies: 2
Views: 538

Re: Please leave those configuration check box always enabled, there is not a single reason to disable them

+1 for combinator inputs. It is incredibly tedious having to close the UI, connect something, anything to the input and then reopen to configure. I get that it is trying to "teach me" that I have to connect a wire to use the input but once I am up to speed, all this does is create unnecessary ...
by Gergely
Sun Jun 01, 2025 8:34 am
Forum: Duplicates
Topic: [2.0.54] Blueprint parameter formula tooltip confuses pN_r with pN_t
Replies: 1
Views: 446

[2.0.54] Blueprint parameter formula tooltip confuses pN_r with pN_t

TLDR: In base game factorio, when hovering the formula entry for a blueprint parameter, it tells me that "pN_r" is the crafting time of the parameter but it is actually something else.

Steps to reproduce

Enter a map in base Factorio (no mods, no dlc)
Import the blueprint string and start ...
by Gergely
Thu May 29, 2025 8:38 pm
Forum: Resolved for the next release
Topic: [Twinsen][2.0.52] Controls in the menu do not update when switching controller icons
Replies: 1
Views: 444

[Twinsen][2.0.52] Controls in the menu do not update when switching controller icons

Environment

Steam edition of Factorio on Windows. Steam input is disabled.
I used Nintendo Switch Pro controller

Steps to reproduce

Pair the controller and make sure Factorio recognizes it
Open the controls menu and switch to "controller" controls
Change the icons setting to a ...
by Gergely
Mon May 26, 2025 8:20 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled
Replies: 1
Views: 1123

[boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled

Steps to reproduce

Disable all mods and dlc
Open any map
Open tips and tricks
Under "Copy-paste entity settings" view the "Copy-paste filters" tip


Expected
Splitters display a filter for circuit network

Actual
Splitters display a filter for :any-quality: circuit network
by Gergely
Thu May 22, 2025 9:40 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
Replies: 3
Views: 1111

Re: [2.0.51] Unmodifiable modded blueprint prompts to save

Here is a save file.

My reproduction steps:
  • Open save in base game factorio (space age, quality and elevated rail mods should be off)
  • Open game blueprints
  • Right click any of the blueprints to open preview
  • Press Esc
The prompt to save modifications should show up.
by Gergely
Tue May 20, 2025 10:30 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
Replies: 3
Views: 1111

[2.0.51] Unmodifiable modded blueprint prompts to save

TLDR: Attempting to close a blueprint preview with modded content, without having the mod enabled results in a "save modifications" prompt.

Steps to reproduce

Put a blueprint in the blueprint library that contains space age content
Turn off space age mods
Enter a map and open the blueprint ...
by Gergely
Sun May 18, 2025 12:17 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 31
Views: 2301

Re: Random Number on Selector Combinator


You can chain multiple of these together to get arbitrarily random numbers from 0-99; 0-9,999; 0-999,999; or you can remove signals to get a smaller range. Or you can add "Quality" variants of each signal to expand the range even further while maintaining an even Numerical distribution.


There ...
by Gergely
Sun May 18, 2025 9:01 am
Forum: Minor issues
Topic: [2.0.50] Upgrade planner does not insert modules in editor
Replies: 1
Views: 322

[2.0.50] Upgrade planner does not insert modules in editor

Possibly related bug: ( 671355 )

Steps to reproduce

Note: I was in base game WITHOUT any mods or dlc enabled.


Open the editor and make sure instant upgrade is enabled.
Place a tier 1 assembler and set it's recipe. (I used iron gear wheel.)
Apply the provided upgrade planner on the ...
by Gergely
Fri May 02, 2025 1:09 pm
Forum: Ideas and Suggestions
Topic: Blueprint parameter formula - Access to relative & absolute coordinates
Replies: 2
Views: 294

Blueprint parameter formula - Access to relative & absolute coordinates

What?
Inside blueprint parameter formulas: Give access to variables that correspond to the absolute coordinates of the placement location, and when dragging, the coordinates relative to the first location. (Or the coordinates of the first location which can be used to compute relative coordinates ...
by Gergely
Tue Apr 29, 2025 2:29 pm
Forum: Ideas and Suggestions
Topic: Make difficulty based achievements
Replies: 10
Views: 5977

Death world achievements

I still think it would be beneficial to have achievements that specifically target the practice of "cranking up the numbers" in the world generator, by making playing with a specific preset the challenge. It would be interesting because players wouldn't be able to skip having to expand by making ...
by Gergely
Mon Apr 21, 2025 7:11 am
Forum: Ideas and Suggestions
Topic: Selector combinator mode: item ingredients
Replies: 7
Views: 1212

Re: Selector combinator mode: item ingredients

If an item or fluid has multiple recipes, the additional recipes already get extra signals. So for selecting the correct recipe, the item's or fluid's signal itself can correspond to the default recipe, which is the recipe the item or fluid is merged with on Factoriopedia. The additional recipe ...
by Gergely
Sat Apr 19, 2025 7:30 pm
Forum: Ideas and Suggestions
Topic: Parameterised blueprints - do not delete unused parameters
Replies: 1
Views: 214

Parameterised blueprints - do not delete unused parameters

What?
The game should not auto-delete or auto-merge entries in the parameterization that have the Parameter checkbox checked, even if they are unused.
Essentially, please fix this bug.

Why?
Deleting or merging parameters is an inconsistency. If the player checks the parameter checkbox, it ...
by Gergely
Sat Apr 19, 2025 6:58 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.45] Editor instant blueprint building inconsistent with elevated rails and undo/redo
Replies: 1
Views: 1059

[2.0.45] Editor instant blueprint building inconsistent with elevated rails and undo/redo

TLDR: Elevated rails sometimes do not get built when undoing/redoing in editor with instant blueprint building (and deconstruction) enabled.

Steps to reproduce

In editor, enable instant blueprint building and deconstruction.
Place the following blueprint.
0eNqd1V9rgzAQAPCvMu7Zgkn8Fz ...
by Gergely
Thu Apr 03, 2025 9:15 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 31
Views: 2301

Re: Random Number on Selector Combinator

I second this. It would be really great if selector combinator had a [0,N) random option with N being an input signal or a constant. It could also support the Each wildcard giving one roll per input signal.
by Gergely
Fri Feb 28, 2025 8:01 am
Forum: Resolved Problems and Bugs
Topic: [2.0.12] Train does not move between stops with same name (MR)
Replies: 30
Views: 6949

Re: [2.0.12] Train does not move between stops with same name (MR)

I do not think the behavior that the train always stays at the stop with the same name is any useful. I also tried to get it to leave by giving higher priority to the other stops, but that did not work either.

Expected behavior is as following:
When a train wants to depart for a stop with a given ...
by Gergely
Mon Nov 04, 2024 11:45 am
Forum: Ideas and Suggestions
Topic: Assembling Machine circuit control should select the highest valid signal
Replies: 2
Views: 786

Assembling Machine circuit control should select the highest valid signal

What?
Assembing Machine's "Set recipe" should set recipe based on the highest valued positive valid signal .

Why?
Currently recipes are set based on "first valid signal" which can be counterintuitive sometimes. There is also little practical benefit to this system.

This assembling machine ...

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