Search found 103 matches
- Sun Jul 26, 2026 1:57 pm
- Forum: Assigned
- Topic: [Genhis][2.1.8] Mixed rockets cause delays
- Replies: 4
- Views: 980
Re: [Genhis][2.1.8] Mixed rockets cause delays
By making the circuit condition "Set Requests" for the space platform using a decider combinator I'm able to subsequently request Bioflux after Agricultural Science. There is a slight delay while the first delivery is being launched but I think this is the best way to work around the mixed delay ...
- Sun Jul 26, 2026 1:25 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Planets "steal" items from platforms that import them from other platforms
- Replies: 2
- Views: 408
[2.1] Planets "steal" items from platforms that import them from other platforms
TL;DR
Provide a way to import items from platforms but deny drop requests for them from the planet surface.
Background
2.1 introduces the toggle "Import from" which can be set to "Planet", "Platform", or "All". On my platform I want to request an item coming from another planet and is brought ...
Provide a way to import items from platforms but deny drop requests for them from the planet surface.
Background
2.1 introduces the toggle "Import from" which can be set to "Planet", "Platform", or "All". On my platform I want to request an item coming from another planet and is brought ...
- Sat Jul 04, 2026 12:58 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 44
- Views: 25300
Re: Container free space signal
Another vote on this (specifically, output the number of empty slots in a container).
My current use case is to balance chests containing ores of mixed qualities. Just counting them isn't good enough since they won't mix in the same stacks.
However I've run into this many times for all kinds of ...
My current use case is to balance chests containing ores of mixed qualities. Just counting them isn't good enough since they won't mix in the same stacks.
However I've run into this many times for all kinds of ...
- Sat Jul 04, 2026 11:54 am
- Forum: Assigned
- Topic: [Genhis][2.1.8] Mixed rockets cause delays
- Replies: 4
- Views: 980
Re: [Genhis][2.1.8] Mixed rockets cause delays
I realised that lowered minimum payloads aren't necessary for this to occur. It can also happen if some amount of item A (bioflux in my case) already is present on the platform, so less than a full load of it is necessary. A mixed rocket is launched which will not have a full load of item B (the ...
- Sun Jun 28, 2026 2:51 pm
- Forum: Assigned
- Topic: [Genhis][2.1.8] Mixed rockets cause delays
- Replies: 4
- Views: 980
[Genhis][2.1.8] Mixed rockets cause delays
If a platform requests two items A and B, where A has a lowered minimum payload set, the mixed rocket loading in 2.1 may launch a rocket with a mix of A and B, satisfying A but not B, which means it may then sit around for a long time to wait for a new full rocket of B. Before 2.1 it would load a ...
- Wed Oct 15, 2025 10:46 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 55
- Views: 93953
Re: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
Just use one of the sheets I've provided? Links are in the first post.Cameroniswilfred wrote: Wed Oct 08, 2025 4:24 am You made that mod that gave you all the indexes you used in the Google Sheet under the column '(ItemIngredients)'. I just want that info. Is there some way I can access it without running the mod?
- Sun Dec 08, 2024 10:19 pm
- Forum: Ideas and Suggestions
- Topic: Space Platform - allow filtering the list from "auto select missing construction materials"
- Replies: 1
- Views: 952
Re: Space Platform - allow filtering the list from "auto select missing construction materials"
I second this; without it I consider the option "Auto request missing construction materials" practically useless. It's not just saving on expensive components, but also avoiding lots of rocket launches when one or two will easily deliver all the requested items.
My suggestion for how it'd work ...
My suggestion for how it'd work ...
- Fri Nov 08, 2024 4:53 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 43649
Re: Friday Facts #436 - Lost in Translation
Wouldn't unicode normalization solve this problem (Thinking of NFKD)? This might need a link to libicu, but should solve almost all these problems.
I'm guessing that's what Hrusa referred to here :
Out-of-the-box solutions are usually bloated to accommodate edge cases for many scripts and ...
- Fri Nov 08, 2024 2:19 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 43649
Re: Friday Facts #436 - Lost in Translation
Wouldn't unicode normalization solve this problem (Thinking of NFKD)? This might need a link to libicu, but should solve almost all these problems.
+1, sounds like a clear cut use case for ICU. There's a lot of nuance to handling accents and diacritics. E.g. Swedes would usually agree with ...
- Wed Nov 06, 2024 10:43 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 55
- Views: 93953
Re: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
FACTORIO 2.0 UPDATE
Dropping a preliminary update for 2.0 - the data extraction mod now works in 2.0, and I've created sheets for 2.0 Vanilla and Space Age (links below). However many of the 2.0 mechanics are still on my to-do list, like quality and the new beacon effects. In the meantime I've ...
Dropping a preliminary update for 2.0 - the data extraction mod now works in 2.0, and I've created sheets for 2.0 Vanilla and Space Age (links below). However many of the 2.0 mechanics are still on my to-do list, like quality and the new beacon effects. In the meantime I've ...
- Sun Nov 03, 2024 8:10 pm
- Forum: Implemented mod requests
- Topic: Add runtime access to SpacePlatformStarterPackPrototype.trigger
- Replies: 2
- Views: 846
Add runtime access to SpacePlatformStarterPackPrototype.trigger
What?
See title.
Why?
It's useful to determine how space-platform-hub entities are created. I'd like to use that info in a mod that extracts data for a calculator tool .
(Apologies if this exists already and I simply missed it. I expected to find it as LuaItemPrototype.trigger, or some field ...
See title.
Why?
It's useful to determine how space-platform-hub entities are created. I'd like to use that info in a mod that extracts data for a calculator tool .
(Apologies if this exists already and I simply missed it. I expected to find it as LuaItemPrototype.trigger, or some field ...
- Fri Nov 01, 2024 2:02 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 55
- Views: 93953
Re: Production Calculator Google Sheet [Vanilla, Krastorio2, Space Exploration - 2024 REVAMP]
Long time I posted here and hope you are well. Do you have an updated script for Lua so as I can use it with Space Age? The old one still works? Which version of Lua should I continue using?
Hi, thank you!
No, the 1.x mod doesn't work in 2.0. I'm working on updating it, and I hope to share ...
- Tue Oct 29, 2024 12:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.11] prototypes.technology["biter-egg-handling"].research_trigger is of type "mine-entity" without an entity
- Replies: 1
- Views: 2219
[Genhis][2.0.11] prototypes.technology["biter-egg-handling"].research_trigger is of type "mine-entity" without an entity
Start a new game in 2.0.11 with the Space Age mod enabled, then:
/c game.print(helpers.table_to_json(prototypes.technology["biter-egg-handling"].research_trigger))
{"type": "mine-entity"}
According to the docs , the "mine-entity" trigger should have an "entity" element, but it's not there. Is ...
/c game.print(helpers.table_to_json(prototypes.technology["biter-egg-handling"].research_trigger))
{"type": "mine-entity"}
According to the docs , the "mine-entity" trigger should have an "entity" element, but it's not there. Is ...
- Fri Oct 25, 2024 12:28 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.10] Error accessing prototypes.technology["space-science-pack"].research_trigger in the base game
- Replies: 2
- Views: 2322
- Thu Oct 24, 2024 11:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.10] Error accessing prototypes.technology["space-science-pack"].research_trigger in the base game
- Replies: 2
- Views: 2322
[boskid][2.0.10] Error accessing prototypes.technology["space-science-pack"].research_trigger in the base game
To reproduce: Load only the base mod in 2.0.10 and start a new game. Then try to evaluate `prototypes.technology["space-science-pack"].research_trigger`, e.g. like so:
/c print(prototypes.technology["space-science-pack"].research_trigger)
Cannot execute command: Error: Value must be a list or ...
/c print(prototypes.technology["space-science-pack"].research_trigger)
Cannot execute command: Error: Value must be a list or ...
- Fri Jun 21, 2024 1:21 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 234438
Re: Friday Facts #416 - Fluids 2.0
I can see where this is coming from, but it's a bit sad when complexity disappear. I actually had fun tinkering with the pipeworks for the high water and steam throughput required in nuclear power plants and that there was a real limitation to distances. When I finally had a setup that worked ...
- Fri Apr 26, 2024 2:44 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 87294
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Thank you, raiguard, for caring about Linux! You're my hero.
- Fri Mar 01, 2024 3:20 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 51445
Re: Friday Facts #400 - Chart search and Pins
https://cdn.factorio.com/assets/blog-sync/fff-400-alerts-gui.png
This is great. The alert overview will have a Ctrl-F search like everywhere else, right? Right? :)
It's one of the things that bothered me most in 1.x - I tend to have lots of alerts for all kinds of conditions - item high/low ...
This is great. The alert overview will have a Ctrl-F search like everywhere else, right? Right? :)
It's one of the things that bothered me most in 1.x - I tend to have lots of alerts for all kinds of conditions - item high/low ...
- Fri Dec 15, 2023 9:35 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 81857
Re: Friday Facts #389 - Train control improvements
Good stuff. Only thing I'm missing is some way of expressing "in the vicinity" as a condition in an interrupt. It'd be quite useful for not dashing right across the whole map, skipping many stops that are on the way (as a few others have already mentioned). It'd also leave a lot of room to do ...
- Sun Oct 01, 2023 5:22 pm
- Forum: Modding help
- Topic: Getting a LuaPlayer instance on a headless server
- Replies: 4
- Views: 1832
Re: Getting a LuaPlayer instance on a headless server
Actually, I think I can't split the code in just one pre-translation and one post-translation stage, even if I wanted to. The reason is that I want to convert rich text tags in the translated strings to plain text.
E.g. I may end up with the string "Filter dirty water [item=iron-ore]" after ...
E.g. I may end up with the string "Filter dirty water [item=iron-ore]" after ...