Search found 42 matches
- Wed Mar 02, 2022 8:41 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 777351
Re: We support Ukraine
How about a stupid question? I hope the developers of the game Factorio will not block access to Russian players? And then I recently wanted to buy a game, until the ruble finally depreciated, but the possibility of sanctions against a simple person who cannot influence anything scares me. I ...
- Fri Dec 10, 2021 8:24 pm
- Forum: Combinator Creations
- Topic: Minimalist signal filtering device
- Replies: 38
- Views: 18214
Re: Minimalist signal filtering device
I feel like none of you have heard of the technicalfactorio github yet, so here's a link to a filter circuit that handles all input values.
https://github.com/technicalfactorio/te ... _whitelist
https://github.com/technicalfactorio/te ... _whitelist
- Mon Apr 26, 2021 8:16 pm
- Forum: Ideas and Suggestions
- Topic: Allow the "ANY" wildcard in the "set inserter stack size" inserter circuit setting.
- Replies: 4
- Views: 2117
Allow the "ANY" wildcard in the "set inserter stack size" inserter circuit setting.
Found this suggestion originally in this thread , but since that original suggestion was already implemented, this should receive its own thread.
TL;DR
Allow the stack size of inserters to be set via the circuit network using the "ANY" wildcard instead of specifying a specific signal, which would ...
TL;DR
Allow the stack size of inserters to be set via the circuit network using the "ANY" wildcard instead of specifying a specific signal, which would ...
- Sun Nov 15, 2020 1:27 am
- Forum: Ideas and Suggestions
- Topic: Allow placement of blueprints in chunks with FOW
- Replies: 10
- Views: 4450
Re: Allow placement of blueprints in chunks with FOW
I made a similar suggestion, but didn't see this thread before posting (my bad).
viewtopic.php?f=6&t=91356
@mods feel free to merge the topics if necessary.
viewtopic.php?f=6&t=91356
@mods feel free to merge the topics if necessary.
- Sun Nov 15, 2020 1:13 am
- Forum: Ideas and Suggestions
- Topic: Allow placement of blueprints in chunks with FOW
- Replies: 10
- Views: 4450
Allow blueprints in fog of war as long as a part of it is not in fog of war
TL;DR
Allow the placing of blueprints in the fog of war in map view, as long as at least a part of the blueprint is placed in a part that has active vision.
Current situation
Currently, it's impossible to place any blueprints from the map view in places where there's for of war. The entities ...
Allow the placing of blueprints in the fog of war in map view, as long as at least a part of the blueprint is placed in a part that has active vision.
Current situation
Currently, it's impossible to place any blueprints from the map view in places where there's for of war. The entities ...
- Fri Sep 11, 2020 11:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Rail signal disappearing from inventory in rail tutorial
- Replies: 1
- Views: 3235
[Klonan] [1.0.0] Rail signal disappearing from inventory in rail tutorial
In the rail tutorial, whenever you pick up a signal that is not in your initial inventory, pressing the "reset trains" button will remove those signals from your inventory, forcing you to "reset all".
- Fri Sep 06, 2019 5:10 pm
- Forum: Won't fix.
- Topic: [0.17.68] Wire connection shadows do not blend with other shadows
- Replies: 0
- Views: 1378
[0.17.68] Wire connection shadows do not blend with other shadows
Normally, shadows in the game will blend together, so multiple objects with overlapping shadows will not cause a darker shadow to appear.
Except for the wire connections. They are clearly a darker shade of grey when they pass across other shadows.
Example:

Except for the wire connections. They are clearly a darker shade of grey when they pass across other shadows.
Example:

- Tue Jul 16, 2019 2:20 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.56] Inconsistent (not allowed) rail signal placement
- Replies: 4
- Views: 3992
Re: [kovarex] [0.17.56] Inconsistent (not allowed) rail signal placement
Yeah, I noticed. I already put it into practice, as seen here: https://www.reddit.com/r/factorio/comme ... ispsa_are/
Which was also how I found this bug in the first place.
Which was also how I found this bug in the first place.
- Mon Jul 15, 2019 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.56] Inconsistent (not allowed) rail signal placement
- Replies: 4
- Views: 3992
Re: [kovarex] [0.17.56] Inconsistent (not allowed) rail signal placement
I assume the fix is that you are allowed to place it there?
- Sun Jul 14, 2019 2:38 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.56] Inconsistent (not allowed) rail signal placement
- Replies: 4
- Views: 3992
[kovarex] [0.17.56] Inconsistent (not allowed) rail signal placement
The player is unable to place a signal on the diagonal track between the two curves, but when one of the curves is removed, the signal can be placed down, after which the curve can be put back in place with the signal still being in a working state. Updating the blocks adjacent to the signal by ...
- Fri Jan 18, 2019 1:29 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 81556
Re: Friday Facts #278 - The new quickbar
Sounds nice.
Will it be possible to switch quickbar pages by hotkeys? Or just by mouse-clicking?
keys 1 to 0 will pick the item in the slots of the top selected page. Shift + 1 to Shift + 0 will change the the top selected page.
I meant the other thing. Imagine I have 2 active quickbar ...
- Wed Sep 12, 2018 12:18 am
- Forum: Gameplay Help
- Topic: Storage Chest Logistic Filter: Bug or "Feature"?
- Replies: 14
- Views: 14406
Re: Storage Chest Logistic Filter: Bug or "Feature"?
Make the filter a hard filter, rejecting all other items no matter what.
That's already what happens as far as I know
Nope. Found out the hard way. My other chests filled up and instead of getting a "no space available" message, the chests with filters got overrun with every kind of garbage ...
- Sat Aug 25, 2018 4:57 pm
- Forum: Gameplay Help
- Topic: Storage Chest Logistic Filter: Bug or "Feature"?
- Replies: 14
- Views: 14406
Re: Storage Chest Logistic Filter: Bug or "Feature"?
Make the filter a hard filter, rejecting all other items no matter what.
That's already what happens as far as I know.
The filter is not meant to be used like a requester chest. It's meant to be used to make sure there's room for certain items in your logistics network. For example by making ...
That's already what happens as far as I know.
The filter is not meant to be used like a requester chest. It's meant to be used to make sure there's room for certain items in your logistics network. For example by making ...
- Sat Aug 25, 2018 4:45 pm
- Forum: Gameplay Help
- Topic: Is it possible to input balance a single belt's lanes?
- Replies: 30
- Views: 106746
Re: Is it possible to input balance a single belt's lanes?
The input and output balanced lane balancer on the wiki which you surely found on your search does exactly what you want:
https://giant.gfycat.com/NervousEnergeticGalapagostortoise.webm
This looks to waste an underground belt. Specifically the left pair could be reduced to just one underground ...
https://giant.gfycat.com/NervousEnergeticGalapagostortoise.webm
This looks to waste an underground belt. Specifically the left pair could be reduced to just one underground ...
- Sun Jul 22, 2018 5:43 pm
- Forum: Railway Setups
- Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
- Replies: 156
- Views: 111678
Re: [Experiment] Unloading 4 compressed blue belts per wagon.
With thanks to many, but in particular to mrvn for great ideas and constructive criticism, I contribute an unloader mechanism to this thread:
Your unloader does not actually fulfull the requirement of the thread: 4 fully compressed blue belts per wagon.
You're putting the output of 12 inserters ...
Your unloader does not actually fulfull the requirement of the thread: 4 fully compressed blue belts per wagon.
You're putting the output of 12 inserters ...
- Fri Jul 13, 2018 3:16 am
- Forum: Railway Setups
- Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
- Replies: 156
- Views: 111678
Re: [Experiment] Unloading 4 compressed blue belts per wagon.
I made a pretty compact tileable design using the splitter quirck.


- Sun Jun 10, 2018 5:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
- Replies: 6
- Views: 3919
Re: [kovarex] [0.16.43] Inserter inconsistency when grabbing from belts
To make reproducing the problem easier, I made a blueprint that shows the problem, and times the exact ticks of the inserters.
https://pastebin.com/tipf79ge
https://pastebin.com/tipf79ge
- Sun Jun 10, 2018 12:08 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 124
- Views: 174307
Re: Digital Display, Yay!
The lamp doesn't have any condition and is just acting like a powerpole (aka, it just connects the red wire through to the combinators)
I just used the lamp instead of having a powerpole in each of the blueprints as I personally prefer using substations once every few digits.
I just used the lamp instead of having a powerpole in each of the blueprints as I personally prefer using substations once every few digits.
- Thu Jun 07, 2018 10:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
- Replies: 6
- Views: 3919
Re: [kovarex] [0.16.43] Inserter inconsistency when grabbing from belts
I tried to reproduce it (both the circuit version or the 3 belts with a splitter version), and it both worked the same north and south (54 cycles and took the whole belt).
Are you sure you were using the reported orientation of the underground belt? The blueprint I provided does NOT have the ...
Are you sure you were using the reported orientation of the underground belt? The blueprint I provided does NOT have the ...
- Sun May 27, 2018 1:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.45] Lane of inserting onto splitter depends on rotation
- Replies: 5
- Views: 6259
Re: [0.16.45]Lane of inserting onto splitter depends on rotation
This should 100% be considered a bug, and I don't understand why the forum moderators keep pushing it to not-a-bug/duplicate.
It's literally the only thing in the game where rotation matters, which can break all kinds of blueprints.
It's literally the only thing in the game where rotation matters, which can break all kinds of blueprints.