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 ...
Search found 622 matches
- Fri May 02, 2025 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint parameter formula - Access to relative & absolute coordinates
- Replies: 2
- Views: 190
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
Steps to reproduce
In editor, enable instant blueprint building and deconstruction.
Place the following blueprint.
0eNqd1V9rgzAQAPCvMu7Zgkn8Fz ...
- 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.
- 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 ...
Expected behavior is as following:
When a train wants to depart for a stop with a given ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
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.
- 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 ...
This can easily be reproduced in the editor with the ...
- 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.
While building asteroid collectors, the visualization for collection range also disappears when a collector goes off-screen.
- 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 ...
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 ...
- 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
Why do you people care so much about chunks? You need to fit your base within 16 radar's range?Multiple people wrote:256*256

- 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.
- 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.
- 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 ...