Search found 5 matches

by OKDW
Sat Jan 04, 2025 7:31 pm
Forum: Pending
Topic: Entity ghost deconstruction planner does not remove railgun ghosts
Replies: 4
Views: 211

Re: Entity ghost deconstruction planner does not remove railgun ghosts

Not sure which version this was (which ever was <stable> on Steam on Dec 15th).

Might have been something wrong with my save in combination with 2.0.24 or 2.0.25 version at the time.
Happy to report it's fixed as of 2.0.28 for me at least.
by OKDW
Sat Jan 04, 2025 7:20 pm
Forum: Ideas and Suggestions
Topic: Allow belts to output the count of the belts attached that are in read-hold-all-belts
Replies: 6
Views: 486

Reading total belt capacity with circuit wire

There's one chore I keep running in to, often when it comes to setting up "sushi belts": Counting (or roughly estimating) total belt capacity.

It would be great if there was an option to "Read total belt stack capacity" (for the hold all belts area).
This would return how many stacks would fit ...
by OKDW
Sun Dec 15, 2024 3:44 pm
Forum: Pending
Topic: Entity ghost deconstruction planner does not remove railgun ghosts
Replies: 4
Views: 211

Entity ghost deconstruction planner does not remove railgun ghosts

A deconstruction planner with "entity ghost" whitelisted, will remove all kinds of blueprint ghosts on my platform -- Except for railguns.

Difficult to take screenshots as it won't capture certain hover UI things in the screenshot, but in the given situation it will only delete the space platform ...
by OKDW
Wed Nov 06, 2024 11:21 am
Forum: Ideas and Suggestions
Topic: Logisitic filters: Multi-planet select, and non-zero amount of "any quality; prefering highest quality"
Replies: 1
Views: 259

Logisitic filters: Multi-planet select, and non-zero amount of "any quality; prefering highest quality"

I've been missing the following two things in logistics:

"Import From Planet" as a multi-select. For example: I have a blue circuit deficit on Gleba, and excess on the other planets. So for a multi-stop ship that's flying all over the place, it would be nice if it could pick those up from ...
by OKDW
Mon Nov 04, 2024 11:06 pm
Forum: Balancing
Topic: Gleba is a problem
Replies: 17
Views: 15472

Re: Gleba is a problem

When played on normal settings (not peaceful), Factorio has always been a game which can technically be lost.

Luckily, the game already creates a fresh, permanent auto-save every time you travel to a new planet for the first time, so you always have that to roll back to. Maybe a few tweaks to the ...

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