It is already possible with 2.0 to select items to be parameters.
It could be possible to also select belt level "yellow, red, blue, green" as a parameter. Which would behave like upgrading (/downgrading) the blueprint with an upgrade planner before laying it.
It's a minor inconvenience to upgrade ...
Search found 38 matches
- Sun Nov 24, 2024 11:07 am
- Forum: Ideas and Suggestions
- Topic: Parametric belt upgrade level in blueprint parameter
- Replies: 2
- Views: 524
- Sat Nov 02, 2024 11:50 am
- Forum: Duplicates
- Topic: [new rails] Chain signal splits rails into blocks on other side of rail to where it is placed
- Replies: 1
- Views: 275
[new rails] Chain signal splits rails into blocks on other side of rail to where it is placed
This chain signal splits the rails into blocks on the other side of the rail than I expected. (the magenta block to the right between yellow and cyan blocks.)
factorio-chain-signal-weird-block-split-bug.png
Which leads to this surprising situation where a train on one side of the chain signal ...
factorio-chain-signal-weird-block-split-bug.png
Which leads to this surprising situation where a train on one side of the chain signal ...
- Wed Oct 30, 2024 7:29 pm
- Forum: General discussion
- Topic: Blueprints and absolute position weirdness
- Replies: 2
- Views: 572
Re: Blueprints and absolute position weirdness
Done 
viewtopic.php?f=7&t=118658
I do hope they will fix it, would make my life easier while tinkering with new rails blueprints!

viewtopic.php?f=7&t=118658
I do hope they will fix it, would make my life easier while tinkering with new rails blueprints!
- Wed Oct 30, 2024 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Blueprint unexpectedly shifts when reselecting content
- Replies: 2
- Views: 849
[kovarex] Blueprint unexpectedly shifts when reselecting content
For some reason selecting new blueprint contents for a blueprint that has an absolute grid will destroy your offsets. Especially when rails are involved.
I am raising a bug report although it doesn't feel like a new bug in Space Age.
As an example/demo:
Good offsets
factorio-blueprint-good ...
I am raising a bug report although it doesn't feel like a new bug in Space Age.
As an example/demo:
Good offsets
factorio-blueprint-good ...
- Wed Oct 30, 2024 12:49 pm
- Forum: General discussion
- Topic: Blueprints and absolute position weirdness
- Replies: 2
- Views: 572
Blueprints and absolute position weirdness
I'm wondering if other people have noticed the same thing I have?
For some reason selecting new blueprint contents for a blueprint that has an absolute grid will destroy your offsets. Especially when rails are involved.
I considered raising a bug report but it doesn't feel like a new bug in Space ...
For some reason selecting new blueprint contents for a blueprint that has an absolute grid will destroy your offsets. Especially when rails are involved.
I considered raising a bug report but it doesn't feel like a new bug in Space ...
- Thu Sep 23, 2021 10:47 am
- Forum: Pending
- Topic: [boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"
- Replies: 3
- Views: 2495
Re: [1.1.39] Crash placing modded powerpole/lamp in electric grid
I have a theory of steps to reproduce.
The last time this happened I noticed that I was fast replacing a substation ghost with a lighted substation at a point which would join two separate power networks into one.
The last time this happened I noticed that I was fast replacing a substation ghost with a lighted substation at a point which would join two separate power networks into one.
- Thu Sep 16, 2021 8:09 pm
- Forum: Pending
- Topic: [boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"
- Replies: 3
- Views: 2495
[boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"
I'm in a Sandbox scenario map with this mod enabled: https://mods.factorio.com/mod/LightedPolesPlus version 1.7.1, as well as power-grid-comb 1.1.0 and a number of other seemingly unrelated mods. I wasn't using the comb while experiencing the bug, though I had used it previously on one of the ...
- Sat Mar 23, 2019 12:58 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
Re: [0.17.9] keyboard input freeze on game start
I am running Ubuntu mate distro, and the mate desktop.
My window manager is Metacity (Marco).
I'm using the laptop keyboard with no modifications. My laptop is an Entroware Aether https://www.entroware.com/store/aether . I should try with an external keyboard!
I downloaded 0.17.17 and started a ...
My window manager is Metacity (Marco).
I'm using the laptop keyboard with no modifications. My laptop is an Entroware Aether https://www.entroware.com/store/aether . I should try with an external keyboard!
I downloaded 0.17.17 and started a ...
- Thu Mar 21, 2019 7:10 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
Re: [0.17.9] keyboard input freeze on game start
Sorry for spamming, I'm back again with an update.
I noticed that loading a 0.17.16 autosave worked fine, but loading a 0.17.14 save froze again.
I'm still plagued with the notion that version bumps might be to blame.
The thing is that the 0.16 autosave was made by staying in the 0.17.14 save a ...
I noticed that loading a 0.17.16 autosave worked fine, but loading a 0.17.14 save froze again.
I'm still plagued with the notion that version bumps might be to blame.
The thing is that the 0.16 autosave was made by staying in the 0.17.14 save a ...
- Thu Mar 21, 2019 5:53 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
Re: [0.17.9] keyboard input freeze on game start
I found
"last-played-version":
{
"game_version": "0.17.16",
"build_version": 43906,
"build_mode": "steam",
"platform": "linux64"
}
but setting game_version to 0.17.14 didn't cause the changelog popup window to reappear :/ will keep an eye out during the next update. Right now it's time to ...
"last-played-version":
{
"game_version": "0.17.16",
"build_version": 43906,
"build_mode": "steam",
"platform": "linux64"
}
but setting game_version to 0.17.14 didn't cause the changelog popup window to reappear :/ will keep an eye out during the next update. Right now it's time to ...
- Thu Mar 21, 2019 5:42 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
Re: [0.17.9] keyboard input freeze on game start
Okay, have manged to load the game successfully.
Can't be sure of this (would need to repeat the steps) but I have a theory.
Each time I started the game and had this freeze issue there was the changelog popup when first starting the game.
When force quitting the game with repeated ctrl-alt-delete ...
Can't be sure of this (would need to repeat the steps) but I have a theory.
Each time I started the game and had this freeze issue there was the changelog popup when first starting the game.
When force quitting the game with repeated ctrl-alt-delete ...
- Thu Mar 21, 2019 5:35 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
Re: [0.17.9] keyboard input freeze on game start
QWERTY. I have remapped some factorio hotkeys but nothing at a keyboard / OS level. Good thought though thank you.What keyboard layout do you use, and have you remapped any keys? Map pings are done by shift-clicking, so it's possible there is some weird modifier key state in effect.
- Thu Mar 21, 2019 5:29 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
Re: [0.17.9] keyboard input freeze on game start
I've just tried on 0.17.16 and this is still happening.
I've just tried twice to load a game and had the freeze occur.
I've just tried twice to load a game and had the freeze occur.
- Sat Mar 09, 2019 8:32 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
Re: [0.17.9] keyboard input freeze on game start
Just quickly, a factorio current.log for the successful load: https://pastebin.com/Nvbq8DQs
As far as I can tell it's exactly the same minus the exiting steam part
As far as I can tell it's exactly the same minus the exiting steam part
- Sat Mar 09, 2019 8:28 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
Re: [0.17.9] keyboard input freeze on game start
Loading Factorio again now for a second attempt (as usual) but trying to be more observant.
First thing I noticed: Clicking "Play" at the main menu switched focus back out to this browser, minimising Factorio.
But this time it worked, again, as usual. I hope you can shed some light on this but I'm ...
First thing I noticed: Clicking "Play" at the main menu switched focus back out to this browser, minimising Factorio.
But this time it worked, again, as usual. I hope you can shed some light on this but I'm ...
- Sat Mar 09, 2019 8:24 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] [Linux] keyboard input freeze on game start
- Replies: 12
- Views: 5032
[0.17.9] [Linux] keyboard input freeze on game start
I have an occasional issue when starting, or loading a game. Factorio appears to run perfectly fine but doesn't respond to any keyboard input.
It responds to mouse input, I can click on the map and drag the map view around. Often, clicking on the ground will cause a "map ping" to appear, but I'm ...
It responds to mouse input, I can click on the map and drag the map view around. Often, clicking on the ground will cause a "map ping" to appear, but I'm ...
- Sun Mar 03, 2019 10:21 am
- Forum: Duplicates
- Topic: [0.17.4] [Linux] - introduction scenario crash at "rebuild" stage
- Replies: 1
- Views: 843
[0.17.4] [Linux] - introduction scenario crash at "rebuild" stage
Full Log File: https://pastebin.com/mQFCuerZ .
Error while running event level::on_tick (ID 0)
__base__/lualib/command_callback.lua:31: assertion failed!
stack traceback:
[C]: in function 'assert'
__base__/lualib/command_callback.lua:31: in function 'set_command'
__base__/lualib/attacks.lua:123 ...
Error while running event level::on_tick (ID 0)
__base__/lualib/command_callback.lua:31: assertion failed!
stack traceback:
[C]: in function 'assert'
__base__/lualib/command_callback.lua:31: in function 'set_command'
__base__/lualib/attacks.lua:123 ...
- Fri Aug 17, 2018 4:15 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 59473
Re: Friday Facts #256 - The little things 3
A science research that upgrades the exoskeletons to provide "belt motion compensation" seems like a good idea.
I applaud these three ideas
I applaud these three ideas
- Sat Jun 30, 2018 5:38 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 90057
Re: Friday Facts #249 - Dead end exploration
I think proposal 4 is successful for its simplicity.
To address some reasonable concerns I've seen:
Mods mean useless actionbar 'pages' and wasted slots.
Limiting the number of blueprints players can keep.
I think both of these problems should be solved by modifying the 4th proposal.
Have the ...
To address some reasonable concerns I've seen:
Mods mean useless actionbar 'pages' and wasted slots.
Limiting the number of blueprints players can keep.
I think both of these problems should be solved by modifying the 4th proposal.
Have the ...
- Thu Oct 12, 2017 7:05 pm
- Forum: Ideas and Suggestions
- Topic: train station tags
- Replies: 0
- Views: 1052
train station tags
A lot is currently possible by duplicating station names and using circuit signals to enable/disable stations. Like, a lot a lot with enough patience and circuit network ability. However many of us rely on what is possible using the train gui (I was a massive fan of the new wait conditions)
My idea ...
My idea ...