Search found 58 matches

by HeliGungir
Thu Jul 16, 2026 10:18 pm
Forum: Not a bug
Topic: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
Replies: 6
Views: 865

Re: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive


I feel like this would require almost as much infrastructure as a proper defense...


No it's just... halfway between "clear your entire pollution cloud" and... not doing that. You go out and clear nests and worms from your pollution cloud, but you always leave one alive. Now a larger portion of ...
by HeliGungir
Wed Jul 15, 2026 9:03 pm
Forum: Not a bug
Topic: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
Replies: 6
Views: 865

[2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive

2.1 added a minimum distance before a chunk is considered valid for enemy expansion, and it only takes one nest to invalidate all chunks in a 5x5 area.

So players can leave one nest alive in every enemy base to reduce the amount of pollution absorbed - and thus the frequency of attacks - yet ...
by HeliGungir
Thu Jul 02, 2026 12:35 am
Forum: Documentation Improvement Requests
Topic: EnemyEvolutionMapSettings "Concept used in" list is missing MapSettings
Replies: 0
Views: 143

EnemyEvolutionMapSettings "Concept used in" list is missing MapSettings

EnemyEvolutionMapSettings are used in MapSettings, but EnemyEvolutionMapSettings does not list MapSettings under "Concept used in".

(MapGenSettings is similar to EnemyEvolutionMapSettings, and has better documentation of where it's used.)
by HeliGungir
Thu May 21, 2026 2:16 am
Forum: This Forum
Topic: I cannot figure out how to do an OR search.
Replies: 1
Views: 565

I cannot figure out how to do an OR search.

05-20-2026, 21-09-54.png
05-20-2026, 21-09-54.png (60.25 KiB) Viewed 565 times
I've tried every syntax I can think of. Brackets, angle brackets, curly braces, spacing, no spacing, commas, quotes... and none of them produce an OR search on the respective keywords :-x
by HeliGungir
Tue May 19, 2026 10:06 am
Forum: Ideas and Suggestions
Topic: Control behavior GUIs: Clicking inactive elements should activate them, when possible
Replies: 6
Views: 1613

Control behavior GUIs: Clicking inactive elements should activate them, when possible

TL;DR
Clicking a slider, signal, or text element should enable it, when possible.

Example 1
05-19-2026, 04-46-38.png

Clicking one of the filter slots should enable "Use filters" and open the "Select a filter" GUI.
Clicking the whitelist/blacklist toggle should enable "Use filters ...
by HeliGungir
Sun Oct 26, 2025 3:28 am
Forum: Not a bug
Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
Replies: 4
Views: 928

Re: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes


Thanks for the report however none of the mentioned things are bugs.

With recipes that have fluids, that’s up to you the player to handle however you see fit.


The thing is, if we try to make an auto mall, fruit and barreling have to be translated into their respective recipes. Which is fine ...
by HeliGungir
Sat Oct 25, 2025 5:37 pm
Forum: Not a bug
Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
Replies: 4
Views: 928

Re: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes


they are recipe signals, not entity signals.


Looks like barrelling and unbarreling are sorted before logistics and production groups as well. Curiously, barrelling and unbarreling change the position of the assembler's pipe connection, which seems rather inconvenient for an auto assembler. It ...
by HeliGungir
Sat Oct 25, 2025 12:27 pm
Forum: Not a bug
Topic: Wall graphic does not change when placing a floor next to it
Replies: 4
Views: 877

Re: Wall graphic does not change when placing a floor next to it

screenshot-tick-45337831.png
screenshot-tick-45337831.png (2.87 MiB) Viewed 826 times
The water_connection_patch isn't being updated when land tiles are placed over water. They are also not being updated when land tiles are removed from water.

Edit: Rseding91 ninja'd me
by HeliGungir
Sat Oct 25, 2025 12:07 pm
Forum: Not a bug
Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
Replies: 4
Views: 928

[2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes

screenshot-tick-45089458.png

When using "set recipe", Assembling Machine 2 and 3 do not respect the normal sort order for:

Yumako processing
Jellynut processing
Nutrients from spoilage
Wood processing
Nutrients from fish
Nutrients from biter egg


Normally a wood chest is sorted before ...
by HeliGungir
Sun Oct 19, 2025 9:30 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 4489

Re: Number Displays and Number Dashboards (Display Panels)

Reygan wrote: Sun Oct 19, 2025 8:55 am By which criteria it is the best one?
It's the most feature-rich blueprint website, and its developer is actively fixing issues.

2.0 is almost a year old and factorio.school still doesn't have a working blueprint renderer. If you do a deep search, half the thumbnails are missing.
by HeliGungir
Sun Oct 19, 2025 3:04 am
Forum: Assigned
Topic: [Klonan] [2.0.71] Unit group behavior around land mines
Replies: 0
Views: 754

[Klonan] [2.0.71] Unit group behavior around land mines

Background

I had an idea: To reduce the number of mines in a minefield by placing smaller, isolated clusters of mines and using walls/pipes to direct enemies into them.

Something like this, or so I hoped:
mine funnels.png


But while testing designs, I kept having inconsistent attacks on the ...
by HeliGungir
Sun Oct 19, 2025 1:12 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 4489

Re: Number Displays and Number Dashboards (Display Panels)

Reygan wrote: Sat Oct 18, 2025 4:39 pm From all of the blueprint hosting sites you chosen the worst one... 🤦‍♂️
You mean the best one.
by HeliGungir
Wed Oct 08, 2025 7:58 am
Forum: Ideas and Suggestions
Topic: Case insensitive hexadecimal numbers
Replies: 1
Views: 1004

Case insensitive hexadecimal numbers

TL;DR:
Make uppercase hexadecimal numbers work in logistic groups, combinators, control behaviors, etc.

What?
Typing 0xffff works but typing 0xFFFF does not, and I think it should.

Why?
I tried various prefixes and postfixes to see if hex was supported at all, and none of them worked ...
by HeliGungir
Wed Oct 08, 2025 7:33 am
Forum: Wiki Talk
Topic: Split logistic groups to a separate page?
Replies: 1
Views: 1939

Split logistic groups to a separate page?

Logistic groups are currently a subsection of the logistic network page. But logistic groups are actually a pretty big system used in many places:

Surface requests: logistic chests, rocket silo, player character, car, tank, spidertron
Orbital requests: space platform hub, cargo landing pad ...
by HeliGungir
Fri Oct 03, 2025 5:19 pm
Forum: Implemented Suggestions
Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
Replies: 60
Views: 18501

Re: Add hexadecimal support to number fields

BrainGamer_ wrote: Thu Oct 02, 2025 4:58 am The important thing to note is that hex numbers must be in lowercase, so 0xff instead of 0xFF.
Would support for uppercase hexadecimal be a bug report, or a feature request?
by HeliGungir
Thu Oct 02, 2025 3:37 am
Forum: Implemented Suggestions
Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
Replies: 60
Views: 18501

Add hexadecimal support to number fields

TL;DR
hex.png

What?
Please add hexadecimal support to number fields. Particularly in logistic groups, combinators, and machine controls.

One option would be a "0x" prefix, eg: 0x7FFFFFFF
Another option would be an "h" postfix, eg: 7FFFFFFFh
The second option is one less keystroke, but ...
by HeliGungir
Mon Sep 22, 2025 9:54 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo
Replies: 3
Views: 3619

[2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo



  1. Deconstruct any underground belt exit
  2. Wait for bots to remove it
  3. Undo it
  4. The underground belt exit will be replaced with an underground belt entrance. Has the wrong rotation too
by HeliGungir
Fri Sep 19, 2025 9:32 pm
Forum: Assigned
Topic: [kovarex][2.0.62] Inconsistency in undo rotation of belts and underground belts
Replies: 1
Views: 939

Re: [2.0.62] Inconsistency in undo rotation of belts and underground belts

This is still present in 2.0.66
Undo-redo does not rotate underground belts that were rotated by smart-belt dragging

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