+1
I'd like to also suggest that the dropdown that becomes visible when you click Launch Rocket to choose a destination is instead its own dropdown that's always available/visible that can be given its own RW point
Search found 18 matches
- Fri Nov 29, 2024 8:58 pm
- Forum: Modding interface requests
- Topic: Add optional destination and player parameters to launch_rocket
- Replies: 6
- Views: 533
- Tue Nov 19, 2024 10:51 pm
- Forum: Documentation Improvement Requests
- Topic: LuaGenericOnOffControlBehavior is incorrect
- Replies: 1
- Views: 238
LuaGenericOnOffControlBehavior is incorrect
The documentation here is incorrect
https://lua-api.factorio.com/latest/classes/LuaGenericOnOffControlBehavior.html#logistic_condition
There are 2 issues
- This is a RW signal, not just R
- The example is also incorrect
This does not work
a_behavior.logistic_condition = {condition ...
https://lua-api.factorio.com/latest/classes/LuaGenericOnOffControlBehavior.html#logistic_condition
There are 2 issues
- This is a RW signal, not just R
- The example is also incorrect
This does not work
a_behavior.logistic_condition = {condition ...
- Fri Oct 25, 2024 7:08 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 51
- Views: 6664
Please, PLEASE make circuit connection behavior configurable per wire
With the new combinators we can specify what wires we want to operate on. I would REALLY like to be able to set the "Mode of operation" on a circuit connection PER WIRE
I want to set requests with one wire, and read contents on another. Let me give you a use case that makes sense now with SA ...
I want to set requests with one wire, and read contents on another. Let me give you a use case that makes sense now with SA ...
- Fri Oct 25, 2024 2:10 pm
- Forum: Gameplay Help
- Topic: [2.0.9] Electromagnetic plant not behaving properly
- Replies: 16
- Views: 2922
Re: [2.0.9] Electromagnetic plant not behaving properly
We aren't rotating anything, this is before/after we are placing pipes. There is no rotation happening here
- Thu Oct 24, 2024 5:50 pm
- Forum: Gameplay Help
- Topic: [2.0.9] Electromagnetic plant not behaving properly
- Replies: 16
- Views: 2922
[2.0.9] Electromagnetic plant not behaving properly
If you place 2 Electromagnetic plants such that the input/output of Electrolyte are adjacent, then place a pipe on another input/output of electrolyte, heavy oil just shows up where Electrolyte should be.
Then after removing the additional Electromagnetic plant and placing a pipe in the Holmium ...
Then after removing the additional Electromagnetic plant and placing a pipe in the Holmium ...
- Mon Jul 05, 2021 4:58 pm
- Forum: Modding interface requests
- Topic: add event for clicking of quickbar icon
- Replies: 2
- Views: 1176
Re: add event for clicking of quickbar icon
Coming up to a year for this request. Any hope for a fledgling mod maker?
- Fri Sep 11, 2020 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Slightly smarter inserters for trains?
- Replies: 16
- Views: 4578
Slightly smarter inserters for trains?
This has to do with inserter behavior when loading a train with filtered slots
Let's say you have a train with only 5 slots available and that they are all filtered to a different item (the rest of the slots are ignored with the RED X).
Problem: When pulling from a chest, the inserter will pull ...
Let's say you have a train with only 5 slots available and that they are all filtered to a different item (the rest of the slots are ignored with the RED X).
Problem: When pulling from a chest, the inserter will pull ...
- Mon Aug 17, 2020 3:37 pm
- Forum: Modding interface requests
- Topic: add event for clicking of quickbar icon
- Replies: 2
- Views: 1176
add event for clicking of quickbar icon
I'd love to work on some mod ideas that have to do with interaction with the quickbar
Currently there is no direct way to tell when a user clicks on anything in the quickbar. Ideally I'd like to add some SHIFT+click and CTRL+click functionalities that instead of loading your cursor does some other ...
Currently there is no direct way to tell when a user clicks on anything in the quickbar. Ideally I'd like to add some SHIFT+click and CTRL+click functionalities that instead of loading your cursor does some other ...
- Tue Mar 05, 2019 4:35 pm
- Forum: Technical Help
- Topic: [SOLVED] [0.17.2] Error when changing map on a server: "MultiplayerManager failed: "Error while applying migration""
- Replies: 6
- Views: 3523
Re: [SOLVED] [0.17.2] Error when changing map on a server: "MultiplayerManager failed: "Error while applying migration""
Had same issue, fresh install of the .17 headless server.
The map was originally created and hosted on a windows client in MP mode, but when we went to move it to linux we had these issues. Followed the steps here and it worked. Might something be wrong with the headless server files?
The map was originally created and hosted on a windows client in MP mode, but when we went to move it to linux we had these issues. Followed the steps here and it worked. Might something be wrong with the headless server files?
- Thu Jan 03, 2019 8:14 pm
- Forum: Won't implement
- Topic: Localisation in log files
- Replies: 4
- Views: 1836
Re: Localisation in log files
Thanks!
- Thu Jan 03, 2019 7:33 pm
- Forum: Won't implement
- Topic: Localisation in log files
- Replies: 4
- Views: 1836
Re: Localisation in log files
Well you can log() the name, but not write it to a file with game.write_file
that's why i was suggesting a table of all loaded localisations and i can pick the one i want after that with a simple comparison. I have what I need for now, it's just not ideal.
that's why i was suggesting a table of all loaded localisations and i can pick the one i want after that with a simple comparison. I have what I need for now, it's just not ideal.
- Thu Jan 03, 2019 2:39 pm
- Forum: Won't implement
- Topic: Localisation in log files
- Replies: 4
- Views: 1836
Localisation in log files
Hello!
I'm working on a fun pet project that allows for traversing items and recipes via a web interface, with the ultimate goal being you can load in whatever mods you are using and create a dump of the information I need from items and recipes to a log file from within factorio. I take that data ...
I'm working on a fun pet project that allows for traversing items and recipes via a web interface, with the ultimate goal being you can load in whatever mods you are using and create a dump of the information I need from items and recipes to a log file from within factorio. I take that data ...
- Sat Jan 27, 2018 3:22 am
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 58301
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
I've got an idea for a scenario for you. I really like the idea of having to craft certain things for points, but I don't like just leaving it at that. Eventually, people will find the best items or whatever to raise the meter and I don't think that falls within the spirit of Factorio. So, here's my ...
- Thu Jun 01, 2017 3:35 pm
- Forum: Bob's mods
- Topic: [bug report] bob's inserters not working after today's patch
- Replies: 4
- Views: 2389
[bug report] bob's inserters not working after today's patch
Existing inserters work fine, but placing new inserters ignore the GUI rules and the "long handed" pickup/dropoff etc
- Wed Apr 26, 2017 7:47 pm
- Forum: Duplicates
- Topic: [.15.2] Blueprint GUI button causes crash
- Replies: 2
- Views: 1411
Re: [.15.2] Blueprint GUI button causes crash
I looked I swear! 

- Wed Apr 26, 2017 4:27 pm
- Forum: Duplicates
- Topic: [.15.2] Blueprint GUI button causes crash
- Replies: 2
- Views: 1411
[.15.2] Blueprint GUI button causes crash
On clicking the blueprint GUI button in my current playthru it is crashing my game. I am playing on my friend's headless linux server and if I click the blueprint manager icon the game crashes. Reconnecting to the server results in an immediate crash upon map download. Only rolling back to an ...
- Mon Jul 25, 2016 1:57 pm
- Forum: Ideas and Suggestions
- Topic: My "200 hour" review, with suggestions! (long post)
- Replies: 3
- Views: 3387
Re: My "200 hour" review, with suggestions! (long post)
@bobingabout yes this is one thing that would be nice. Also I'd like a larger tile for excess storage so I can have multiple inserts pushing/pulling to the belts for smelting/etc.
- Sun Jul 24, 2016 6:55 pm
- Forum: Ideas and Suggestions
- Topic: My "200 hour" review, with suggestions! (long post)
- Replies: 3
- Views: 3387
My "200 hour" review, with suggestions! (long post)
Background
I've been playing Factorio for a little over 200 hours now over the last few months. I know to many that doesn't seem like a long time, especially for this game, but as a father, husband, and pretty busy guy reaching 200 hours in any game is quite the milestone. Let me start off this ...
I've been playing Factorio for a little over 200 hours now over the last few months. I know to many that doesn't seem like a long time, especially for this game, but as a father, husband, and pretty busy guy reaching 200 hours in any game is quite the milestone. Let me start off this ...