Search found 353 matches
- 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 ...
- Mon Jul 20, 2026 2:21 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
A change suggestion has now been raised.
Space Platform Hub 'Send to Platform' flag is redundantly self referencing
Space Platform Hub 'Send to Platform' flag is redundantly self referencing
- 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 ...
'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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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.
Biological sample != Bio-sample
It is easy to confuse bio sample as an abbreviated biological sample.
- Mon Jan 18, 2021 4:46 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 894
- Views: 562732
Re: pY Alien Life - Discussion
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.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.
- 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 ...
Poor Alien sample is required which requires Biological sample. Biological sample requires bone meal. Bone meal cannot be produced without researching creatures with bones ...
- 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 ...
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 ...
- 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?
Logistics science will bring the required technologies
These are merely hints without spoiling things too much. If you need more details please ask?
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
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.
- 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 ...
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 ...