Search found 353 matches

by Squelch
Mon Jul 20, 2026 3:20 pm
Forum: Ideas and Suggestions
Topic: Space Platform Hub 'Send to Platform' flag is redundantly self referencing
Replies: 4
Views: 222

Re: Space Platform Hub 'Send to Platform' flag is redundantly self referencing

It's the "send to" language that is ambiguous. In the context of the Hub and quite literally, it is receiving the platforms circuit network, not sending or transmitting it back. With regards to the 'Universe' channels, the platform's circuit network is already available when connected to a radar ...
by Squelch
Mon Jul 20, 2026 2:18 pm
Forum: Ideas and Suggestions
Topic: Space Platform Hub 'Send to Platform' flag is redundantly self referencing
Replies: 4
Views: 222

Space Platform Hub 'Send to Platform' flag is redundantly self referencing

TL;DR
'Send to Platform' circuit checkbox found in the platform GUI is mildly counter intuitive, self referencing and redundant


What?
After the recent enhancements to circuit networks regarding input and output, the GUI has naturally become busier with the additional settings.
Factorio 2.0.07 ...
by Squelch
Mon Jul 20, 2026 1:31 pm
Forum: Not a bug
Topic: [2.1.11] Space Platforms ignore circuit conditions
Replies: 7
Views: 294

Re: [2.1.11] Space Platforms ignore circuit conditions


And I somehow thought I was not explaining it well enough. :lol:


You did, so thanks again for the effort.

As a follow up for the search engine and others that fall for this:

It might seem that leaving the hub intact as an anchor in partial ship blueprints is a good idea, and while it is the ...
by Squelch
Mon Jul 20, 2026 1:04 pm
Forum: Not a bug
Topic: [2.1.11] Space Platforms ignore circuit conditions
Replies: 7
Views: 294

Re: [2.1.11] Space Platforms ignore circuit conditions

Oh my...

I must have looked at the problem for far too many hours and still missed that checkbox. I've somehow been interpreting it as part of the recent inter platform cargo enhancement.

Thank you.

[Edit to add]

The Default for this checkbox is in fact "On"; why have you toggled it Off ...
by Squelch
Mon Jul 20, 2026 12:32 pm
Forum: Not a bug
Topic: [2.1.11] Space Platforms ignore circuit conditions
Replies: 7
Views: 294

Re: [2.1.11] Space Platforms ignore circuit conditions


"Send to platform" is unchecked.

Good Luck!

Thanks for the sanity check, but that is not it.
The first repro step specifically uses a direct input from a constant combinator on and within the platform's network. The same is true for the fuel amount check.

This has been moved to the "Not a bug ...
by Squelch
Mon Jul 20, 2026 3:12 am
Forum: Not a bug
Topic: [2.1.11] Space Platforms ignore circuit conditions
Replies: 7
Views: 294

[2.1.11] Space Platforms ignore circuit conditions

linux64 standalone
Mods - None

Reproduction

Using the attached savegame that was built in a sandbox.

The travel itinerary conditions are shown below. Signal 'B' is enabled via the constant combinator (bottom right of Hub) Note: Signal 'B' is present on the Red circuit shown at power pole ...
by Squelch
Mon Feb 08, 2021 6:12 pm
Forum: Not a bug
Topic: [1.1.5] Inserter sets stack size from the wrong tick when unloading train
Replies: 8
Views: 5090

Re: [1.1.5] Inserter sets stack size from the wrong tick when unloading train

I have just been looking into this deeper, and find I have to retract my previous assertions.

The hand stack size signal does not latch when the enable signal is applied, so therefore must be present for the start of the swing. If it is removed before the inserter swing begins, as is the case in ...
by Squelch
Mon Feb 08, 2021 4:28 pm
Forum: Not a bug
Topic: [1.1.5] Inserter sets stack size from the wrong tick when unloading train
Replies: 8
Views: 5090

Re: [1.1.5] Inserter sets stack size from the wrong tick when unloading train

This issue has, in some way, answered a problem that I have run into where I wanted to place a precise amount of items from a cargo wagon. I always ended up with more items than I had instructed the inserters to to place. Having been distracted by something else, I eventually abandoned the idea and ...
by Squelch
Mon Jan 18, 2021 5:39 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 562732

Re: pY Alien Life - Discussion

I see it now.

Biological sample != Bio-sample

It is easy to confuse bio sample as an abbreviated biological sample.
by Squelch
Mon Jan 18, 2021 4:46 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 562732

Re: pY Alien Life - Discussion

pyanodon wrote: Mon Jan 18, 2021 4:18 pm Wrong. Use Aougs to make bonemeal. FNEI or other recipe explorer is recommended to avoid this.
Aougs do produce bonemeal, but as I said. To produce or research Aougs, cDNA is required, and that is dependent on bonemeal. There is no other means of producing bonemeal.
by Squelch
Mon Jan 18, 2021 3:54 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 894
Views: 562732

Re: pY Alien Life - Discussion

There seems to be a blocked technology path in the last couple of releases that prevents progressing to Logistics Science.

Poor Alien sample is required which requires Biological sample. Biological sample requires bone meal. Bone meal cannot be produced without researching creatures with bones ...
by Squelch
Thu Dec 24, 2020 8:58 pm
Forum: PyMods
Topic: Locked technology, can't progress
Replies: 3
Views: 3844

Re: Locked technology, can't progress

Hmm, yes, Raw Nexelit can be obtained from tailings dust using an evaporator. I misunderstood and overlooked that turning raw into plates wasn't available to you.

This appears to be a bug in the technology matrix and the three Py mods you are using. It looks like pyrawores mod will remove the ...
by Squelch
Thu Dec 24, 2020 3:39 pm
Forum: PyMods
Topic: Locked technology, can't progress
Replies: 3
Views: 3844

Re: Locked technology, can't progress

Nexelit can be obtained from Tailings dust.

Logistics science will bring the required technologies

These are merely hints without spoiling things too much. If you need more details please ask?
by Squelch
Mon Dec 21, 2020 11:40 pm
Forum: Ideas and Suggestions
Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
Replies: 29
Views: 15746

Re: Mods updatable on startup

Thg new-ish "Continue" button, while convenient, does not give us nearly enough information when it comes to what impact updates might have. We only get to learn about them once the map has been, or was attempted to be loaded. If, on the other hand, we use the load game interface, mods in particular ...
by Squelch
Sun Dec 20, 2020 4:02 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 7587

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

The task queue cap has been known about for some time for sure. However, I'm not sure that the order of operations and priorities are that widely understood. Breaking base development into smaller chunks seems sensible, but for new players - maybe some veteran players, the rationale is not exactly ...
by Squelch
Fri Dec 18, 2020 1:32 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 7587

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

Interesting.

I feel a scenario coming on to test this out. Bots are hard to monitor, and I've always wondered why sometimes they don't appear to be doing what I had hoped them to do, and this new revelation might explain why.

The alerts are definitely capped, but I have been under the impression ...
by Squelch
Thu Dec 17, 2020 12:56 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 7587

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

Perhaps some clarification is needed here?

When the OP refers to a separate logistics network, is this actually the case? ie when viewed from the map with logistics network overlay active, are they are separate islands?

I haven't noticed this, but if separate logistics networks are included in ...
by Squelch
Tue Dec 15, 2020 7:02 pm
Forum: General discussion
Topic: New development team member? Welcome Lou
Replies: 2
Views: 3127

New development team member? Welcome Lou

Hello all,
I just noticed a new purple name, but couldn't find any news or announcements for Lou

Please join me in welcoming Lou, and hope that they have a happy and productive tenure at Wube.
by Squelch
Tue Dec 15, 2020 1:38 pm
Forum: PyMods
Topic: Do you update your modpack ?
Replies: 7
Views: 5427

Re: Do you update your modpack ?

Not the only fool.

Yes it is rather annoying to have recipes and buildings change so leaving parts of the factory not working. Pyanodon suite is still being actively developed, which is great, and breaking changes are inevitable, but unfortunately, these breaking changes are not always entered into ...

Go to advanced search