TL;DR
Make (straight) Rail hand-placeable for its 8 rotations in 2.0, rather than just the original 4 rotations.
What?
All 8 rotations of Rail Supports can be selected and hand-placed with the rotate / reverse rotate keybinds.
But only the original 4 rotations of Rail can be selected and hand ...
Search found 18 matches
- Sat May 24, 2025 1:31 am
- Forum: Ideas and Suggestions
- Topic: Make Rail hand-placeable for all 8 rotations instead of the original 4
- Replies: 0
- Views: 297
- Sat May 24, 2025 1:09 am
- Forum: Ideas and Suggestions
- Topic: Make "Toggle Rail Layer" keybind also toggle between Rail and Rail Support
- Replies: 0
- Views: 260
Make "Toggle Rail Layer" keybind also toggle between Rail and Rail Support
TL;DR
Make the "Toggle Rail Layer" keybind also toggle back and forth between Rail and Rail Support
What?
Currently the Toggle Rail Layer keybind does two things (to my knowledge):
When using the Rail Planner, it toggles between searching for a grounded vs. elevated destination
When ...
Make the "Toggle Rail Layer" keybind also toggle back and forth between Rail and Rail Support
What?
Currently the Toggle Rail Layer keybind does two things (to my knowledge):
When using the Rail Planner, it toggles between searching for a grounded vs. elevated destination
When ...
- Mon May 19, 2025 3:47 am
- Forum: Duplicates
- Topic: [2.0.50] Crash when shift-clicking Train Stop from zoomed-in train remote view when map editor is enabled
- Replies: 1
- Views: 342
[2.0.50] Crash when shift-clicking Train Stop from zoomed-in train remote view when map editor is enabled
Toy save attachedError Util.cpp:95: Unexpected error occurred.
Steps to reproduce:
- Load toy save
- (Verify /editor is enabled)
- Left_Click on train to open its schedule and train remote view
- Zoom in for normal view mode (rather than simplified view mode)
- Shift + Left_Click the Train Stop
- Crash
- Sun May 18, 2025 4:06 am
- Forum: Ideas and Suggestions
- Topic: Make railguns not hit opened gates
- Replies: 2
- Views: 325
Re: Make railguns not hit opened gates
I agree that entities which do not impede walking, driving, nor enemies should not be damaged by railguns.
- Mon May 12, 2025 7:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Stompers do not take damage from land mines when attacking
- Replies: 6
- Views: 3472
Re: [2.0.15] Stompers do not take damage from land mines when attacking
The mines still do not explode if destroyed during the deployment period. They will only explode on destruction once they are armed.
Ah, that is good.
I thought Stompers were intentionally resilient/immune to Land Mines and that the "bug" was how they didn't destroy Land Mines when en-route to a ...
Ah, that is good.
I thought Stompers were intentionally resilient/immune to Land Mines and that the "bug" was how they didn't destroy Land Mines when en-route to a ...
- Mon May 12, 2025 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Stompers do not take damage from land mines when attacking
- Replies: 6
- Views: 3472
Re: [2.0.15] Stompers do not take damage from land mines when attacking
Wasn't this the intended behavior? So that Land Mines are ineffective against Stompers? And so that Biters and Spitters can kill recently-placed Land Mines without blowing themselves up?
That deployment period was the only real downside Land Mines had, the only reason speedrunners and deathworld ...
That deployment period was the only real downside Land Mines had, the only reason speedrunners and deathworld ...
- Sun May 04, 2025 11:10 am
- Forum: Ideas and Suggestions
- Topic: Rename Personal Roboport to Portable Roboport
- Replies: 1
- Views: 215
Rename Personal Roboport to Portable Roboport
TL;DR
Rename Personal Roboport in the English locale to Portable Roboport
Why?
"Personal Roboport" brings forth concepts like "customized, unique to the user, one-of-a-kind;" and "singular ownership, not shared between multiple people or multiple places." But Personal Roboports aren't just used ...
Rename Personal Roboport in the English locale to Portable Roboport
Why?
"Personal Roboport" brings forth concepts like "customized, unique to the user, one-of-a-kind;" and "singular ownership, not shared between multiple people or multiple places." But Personal Roboports aren't just used ...
- Tue Apr 08, 2025 6:09 am
- Forum: Ideas and Suggestions
- Topic: Keep the Blueprint Library open after deleting a Blueprint Book
- Replies: 0
- Views: 145
Keep the Blueprint Library open after deleting a Blueprint Book
TL;DR
Keep the Blueprint Library open after deleting a Blueprint Book
What?
Currently, the library is closed when we delete a Blueprint Book stored in the Blueprint Library.
Instead, I would like the library to return to the next-higher nesting when a book is deleted.
Why?
This will improve ...
Keep the Blueprint Library open after deleting a Blueprint Book
What?
Currently, the library is closed when we delete a Blueprint Book stored in the Blueprint Library.
Instead, I would like the library to return to the next-higher nesting when a book is deleted.
Why?
This will improve ...
- Sun Apr 06, 2025 3:31 am
- Forum: Ideas and Suggestions
- Topic: Add Land Mine trigger range visualization
- Replies: 0
- Views: 127
Add Land Mine trigger range visualization
TL;DR: When placing or hovering a Land Mine, show a circle that visualizes their (or its) trigger area, similar to turrets.
Their trigger and damage radius are not the same. Trigger radius is 2.5 tiles, damage radius is 3.0 tiles.
I believe the trigger area is the most important thing to ...
Their trigger and damage radius are not the same. Trigger radius is 2.5 tiles, damage radius is 3.0 tiles.
I believe the trigger area is the most important thing to ...
- Fri Apr 04, 2025 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Document the radar combinator mechanic in-game
- Replies: 5
- Views: 746
Re: Document the radar combinator mechanic in-game
I suggest to add the standard circuit icon on GUI: if you see the icon you know you can connect the radar to circuit.
Even the humble wooden chest has the circuit icon and the read-only checkbox that explains what it can do when connected to a circuit.
https://forums.factorio.com/download/file ...
- Thu Apr 03, 2025 7:42 am
- Forum: Assigned
- Topic: [v453000][2.0.34] New virtual signals sometimes hard to read
- Replies: 2
- Views: 602
Re: [v453000][2.0.34] New virtual signals sometimes hard to read
They have visibility problems in combinator description fields, too, but only when the text field is active. This case could be resolved by changing or removing the text field highlighting.
- Mon Mar 31, 2025 3:53 am
- Forum: Balancing
- Topic: Increase the health of Curved and Half-Diagonal Rails
- Replies: 2
- Views: 726
Re: Increase the health of Curved and Half-Diagonal Rails
Essentially: Curves are more fragile than straights. They cost more to build and have a larger surface area, yet they don't have more health.
When biters attack railroad tracks, they'll destroy 10 Curved Rails much more quickly than 30 Straight Rails, despite both requiring the same number of Rail ...
When biters attack railroad tracks, they'll destroy 10 Curved Rails much more quickly than 30 Straight Rails, despite both requiring the same number of Rail ...
- Sat Mar 29, 2025 11:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard] [2.0.43] Curved and Half-Diagonal Rails are missing from Factoriopedia / "Yields 1 Rail" is inaccurate
- Replies: 1
- Views: 1549
[Pard] [2.0.43] Curved and Half-Diagonal Rails are missing from Factoriopedia / "Yields 1 Rail" is inaccurate
Opening the Factoriopedia (with alt + left-mouse-button) on any Curved Rail or any Half Diagonal Rail opens the 'pedia entry for Straight Rail.
The 'pedia entry for Straight Rail states that it yields 1 Rail item, which is inaccurate for Curved Rail and Half Diagonal Rail. Instead, they yield 3 and ...
The 'pedia entry for Straight Rail states that it yields 1 Rail item, which is inaccurate for Curved Rail and Half Diagonal Rail. Instead, they yield 3 and ...
- Sat Mar 29, 2025 11:43 pm
- Forum: Balancing
- Topic: Increase the health of Curved and Half-Diagonal Rails
- Replies: 2
- Views: 726
Increase the health of Curved and Half-Diagonal Rails
Currently, all rail shapes have the same base health: 200.
I suggest increasing the health of Curved and Half-Diagonal Rails to counterbalance their higher material cost and larger surface area.
Straight rails cost 1 Rail item and cover 4 tiles
Diagonal rails cost 1 Rail item and cover ~8 tiles ...
I suggest increasing the health of Curved and Half-Diagonal Rails to counterbalance their higher material cost and larger surface area.
Straight rails cost 1 Rail item and cover 4 tiles
Diagonal rails cost 1 Rail item and cover ~8 tiles ...
- Wed Nov 13, 2024 1:28 am
- Forum: Assigned
- Topic: [Tobias] [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
- Replies: 5
- Views: 930
Re: [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
This has been really bugging me. Large numbers are clamped, rather than overflow, in other parts of the UI, like constants in arithmetic combinators and constants in the conditions to enable/disable machines. And I do use this to set the max or min int32 without having to remember the actual values ...
- Mon Nov 04, 2024 8:09 am
- Forum: Duplicates
- Topic: [2.0.14] Sign Overflow when setting signals in Logistic Groups
- Replies: 1
- Views: 309
[2.0.14] Sign Overflow when setting signals in Logistic Groups
Setting a very large or very small value for signals in Logistic Groups (eg: in a Constant Combinator) causes the value to sign overflow. Normally (eg: in an Arithmetic Combinator), sign overflow is prevented and the largest or smallest possible signed value is set.
Expectation: Typing 3G sets a ...
Expectation: Typing 3G sets a ...
- Sat Nov 02, 2024 2:07 am
- Forum: Minor issues
- Topic: [2.0.13] "Range" property is measured inconsistently for Spitters vs. Gun Turrets
- Replies: 1
- Views: 499
[2.0.13] "Range" property is measured inconsistently for Spitters vs. Gun Turrets
https://i.imgur.com/lR5ZFcE.png
In the tooltips and the Factoriopedia, Gun Turrets list a range of 18 tiles and Behemoth Spitters list a range of 16 tiles. So one would think that Gun Turrets have 2 tiles of leeway before a Spitter walks close enough to shoot back.
But this is not the case, the ...
In the tooltips and the Factoriopedia, Gun Turrets list a range of 18 tiles and Behemoth Spitters list a range of 16 tiles. So one would think that Gun Turrets have 2 tiles of leeway before a Spitter walks close enough to shoot back.
But this is not the case, the ...
- Thu Oct 31, 2024 4:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.12] Blueprint descriptions missing in List View of blueprint library
- Replies: 1
- Views: 1483
[Klonan] [2.0.12] Blueprint descriptions missing in List View of blueprint library
When using List View, the first line of a blueprint or blueprint book is supposed to be shown below its title. They're missing for me.