Search found 622 matches

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: 190

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: 5783

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: 973

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: 0
Views: 94

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: 843

[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: 3
Views: 317

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: 6244

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: 704

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 ...
by Gergely
Fri Nov 01, 2024 3:33 pm
Forum: News
Topic: Friday Facts #435 - Space Age Soundtrack release
Replies: 26
Views: 8008

Re: Friday Facts #435 - Space Age Soundtrack release

List of in-game tracks that I think deserve a bit more love in the soundtrack:


Fulgora 1 (Don't tell me 3:30 is completely missing!!) :cry:
Fulgora 3 (Notable section: 5:18 - 7:00)
Vulcanus 7 (Really starts going at 3:00)
Gleba 6 (Notable section: 4:26 - 7:15)
Gleba 8 (Overall great in my ...
by Gergely
Wed Oct 30, 2024 4:30 pm
Forum: Duplicates
Topic: [2.0.12] Wrong quality tooltip in upgrade planner
Replies: 1
Views: 268

[2.0.12] Wrong quality tooltip in upgrade planner

TLDR: When hovering a quality machine or module in the upgrade planner, the tooltip only shows the base machine stats and no quality effects.

Steps to reproduce:

Add a rare assembling machine 3 to a slot in an upgrade planner.
Observe the tooltip of what was just added.


Expected:
Tooltip is ...
by Gergely
Tue Oct 29, 2024 9:25 pm
Forum: Ideas and Suggestions
Topic: Space platform item maximum should respect chosen planet
Replies: 2
Views: 768

Space platform item maximum should respect chosen planet

What?
Make it so that space platform maximum item requests only drop the surplus items onto the planet specified in the "import from" box. In other words, the entirety of the filter, both the minimum and maximum should only be active while the platform is over that planet.
Why?
Currently if I ...
by Gergely
Sun Oct 27, 2024 12:57 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.11] Asteroid orientation snapping
Replies: 3
Views: 1771

Re: [2.0.11] Asteroid orientation snapping

In this case you can fix the bug by rounding each randomly generated period to the nearest value with no more than 16 fractional bits.

If P is the number of times the asteroid does a 360° turn per tick then P*65536 (P << 16) should be an integer to prevent snapping. Which is the case if P has no ...
by Gergely
Sun Oct 27, 2024 12:27 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.11] Asteroid orientation snapping
Replies: 3
Views: 1771

[2.0.11] Asteroid orientation snapping

In the attached save file, all asteroids can be observed to "snap" their orientation after unpausing.

If the snapping is caused by a timer being reset or a modulus overflowing, it can be fixed by ensuring that asteroids rotate around an integer number of times between timer resets.
by Gergely
Sat Oct 26, 2024 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [Hrusa][2.0.11] Asteroid collector has lower effective range depending on alignment
Replies: 2
Views: 1466

[Hrusa][2.0.11] Asteroid collector has lower effective range depending on alignment

The Asteroid Collector in the attached image does not see the chunks as collectable, possibly because they are outside the navmesh. The expected behaviour would be that the chunks are collected because they are within range for the collector.

This can easily be reproduced in the editor with the ...
by Gergely
Fri Oct 25, 2024 3:30 pm
Forum: Assigned
Topic: [Hrusa][2.0.6] Asteroid collector arms turn invisible
Replies: 2
Views: 616

Re: [Hrusa][2.0.6] Asteroid collector arms turn invisible

This is possibly related, or might even be the same bug:

While building asteroid collectors, the visualization for collection range also disappears when a collector goes off-screen.
by Gergely
Sun Oct 20, 2024 9:24 pm
Forum: Assigned
Topic: [Hrusa][2.0.6] Asteroid collector arms turn invisible
Replies: 2
Views: 616

[Hrusa][2.0.6] Asteroid collector arms turn invisible

TLDR: Asteroid collector arms become invisible when the collector itself is off screen, even if the arms are on screen.

Reproduction

Enter remote view and visit a moving space platform.
Center the camera on the top edge of a front-facing asteroid collector's collection area.
Zoom in ...
by Gergely
Fri Sep 27, 2024 12:05 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 66937

Re: Friday Facts #430 - Drowning in Fluids

Multiple people wrote:256*256
Why do you people care so much about chunks? You need to fit your base within 16 radar's range? :lol:
by Gergely
Fri Sep 13, 2024 11:06 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 25137

Re: Friday Facts #428 - Reactor & Logistics circuit control

Thank you for such a great event. From now on after every FFF you should all imagine the applause of the crowd. It's deserved.
by Gergely
Fri Aug 16, 2024 11:11 am
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 205
Views: 55336

Re: Friday Facts #424 - Gleba Pentapod Enemies

Took a peek at the first video, man those are some true boss fight vibes at the end there. I wonder if there is more.
by Gergely
Fri Jul 12, 2024 11:54 am
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 119
Views: 32091

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes


I have to temper that joy though, because i am very disappointed by the inserter rework, i used to rely on this to create very intricate mechanism that would pick things up only if the belts were full and back up, and miss the item otherwise.


Isn't this use case covered by splitter output ...

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