Search found 5994 matches

by mrvn
Sat Nov 08, 2025 1:44 pm
Forum: Bug Reports
Topic: [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
Replies: 3
Views: 336

Re: [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info

It is indeed a bit awkward to use. The initial order of items is less than optimal too.
by mrvn
Fri Nov 07, 2025 3:26 pm
Forum: Bug Reports
Topic: [2.0.71] Map preview off-center with many resources active
Replies: 5
Views: 501

Re: [2.0.71] Map preview off-center with many resources active

More importantly the grey empty space is gone despite the scroll bar on the resources still being present.

Do try playing around with ctrl- and ctrl+ to change the GUI scale on the fly to see how it adjust in X11 and wayland for you.
by mrvn
Fri Nov 07, 2025 3:23 pm
Forum: Ideas and Suggestions
Topic: Scale factor in decider combinator output
Replies: 3
Views: 269

Re: Scale factor in decider combinator output



I can't tell you how many instances of "each red < each green ==> Input Count green" followed by "each > 0 ==> each 1" I have in my bases.

Each[red] < Each[green] and Each[green] != 0, output Each 1

Have fun deconstructing combinators


Oh man, yes. I keep forgetting that you can have ...
by mrvn
Thu Nov 06, 2025 1:23 pm
Forum: Modding interface requests
Topic: Support for blueprint parameters
Replies: 0
Views: 134

Support for blueprint parameters

TL;DR
Support blueprint parameters in LuaRecord, LuaSurface and Events.

What?
LuaRecord.build_blueprint and LuaRecord.create_blueprint lack a parameters option.
LuaRecord lacks get_blueprint_parameters and set_blueprint_parameters.
LuaRecord lacks get_blueprint_name and set_blueprint_name ...
by mrvn
Thu Nov 06, 2025 1:02 pm
Forum: Ideas and Suggestions
Topic: Blueprint label, icons, other details entity
Replies: 3
Views: 218

Re: Blueprint label, icons, other details entity

You can also get that in the game (and then have to decode it yourself) but that doesn't help creating a new blueprint with the same settings. But I guess it would be possible to mod this.
by mrvn
Wed Nov 05, 2025 9:27 pm
Forum: Ideas and Suggestions
Topic: Advanced rail signal
Replies: 2
Views: 349

Re: Advanced rail signal

A simpler solution would be for chain signals to claim as much space after the signal as the train is long. So if the rail signals after a chain signal are spaced too close together then the chain signal only goes green when enough of them are green to match the trains length.

No new signals needed ...
by mrvn
Wed Nov 05, 2025 9:22 pm
Forum: Ideas and Suggestions
Topic: [Suggestion] Standardize rail ramps and supports
Replies: 6
Views: 679

Re: [Suggestion] Standardize rail ramps and supports

Why not move the part of the ramp that looks like a support column by two tiles? The ramps foodprint would be 2 tiles larger but nothing would change for the trains. The ramp would then end with a support column with 1 rail present (slightly sloped) and one missing. The amount of supported rails ...
by mrvn
Wed Nov 05, 2025 9:12 pm
Forum: Fixed for 2.1
Topic: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
Replies: 3
Views: 620

Re: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe

The fluids aren't simply voided. At least for a recipe with item and fluid input in 2.0.69 the fluids are pushed back into the fluid system up to the amount it has space for. If you connect a tank to each input you can see that all the fluids present in the assembler end up in the tank when you ...
by mrvn
Wed Nov 05, 2025 8:47 pm
Forum: Ideas and Suggestions
Topic: Make inserters actually grab from the *end* of the belt
Replies: 6
Views: 1080

Re: Make inserters actually grab from the *end* of the belt

This is a problem because "spoiled first" doesn't work when taking from belts.

This is most deadly with eggs, where aliens spawn when they spoil.


Are there situations where the current behaviour is useful or even necessary for something to work?


The current behavior is this way because when ...
by mrvn
Wed Nov 05, 2025 8:33 pm
Forum: Ideas and Suggestions
Topic: Scale factor in decider combinator output
Replies: 3
Views: 269

Re: Scale factor in decider combinator output

Another useful option would be to replace the wire value with a constant instead of multiplying it. The input count on the selected wires is reduced to the constant provided, and this is important, that the signal exists on the wire.

I can't tell you how many instances of "each red < each green ...
by mrvn
Wed Nov 05, 2025 8:14 pm
Forum: Ideas and Suggestions
Topic: Blueprint label, icons, other details entity
Replies: 3
Views: 218

Re: Blueprint label, icons, other details entity

I very much need this too. I have a collection of blueprints and every time I change something I have to repeat all the parameterization over and over.

It would be really nice if one could place a parameterized blueprint, select some "place as raw" button in the parameter mask and it would add the ...
by mrvn
Wed Nov 05, 2025 8:01 pm
Forum: Ideas and Suggestions
Topic: Improvements for parameterized blueprints
Replies: 0
Views: 168

Improvements for parameterized blueprints

TL;DR
This is a bit of a collection of ideas for improving parameterized blueprints, sorry. Each is a very simple idea so I didn't split them into separate issues.


Virtual parameters

What?
Allow creating virtual parameters (variables) that aren't present in the blueprint already so the user ...
by mrvn
Wed Nov 05, 2025 6:19 pm
Forum: Assigned
Topic: [kovarex][2.0.50] Blueprint parameter variables in formula show error despite working
Replies: 8
Views: 3821

Re: [kovarex][2.0.50] Blueprint parameter variables in formula show error despite working

Still present in 2.0.69.

Parameters seem to sometimes work when clicking the parameter checkbox, saving the blueprint and then going into the parameter editor again.
by mrvn
Wed Nov 05, 2025 6:14 pm
Forum: Bug Reports
Topic: [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
Replies: 3
Views: 336

Re: [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info

Well, what should it show in the tooltip?

Because for the first parameter the available previous parameters to be used in the formula are ... NONE. Did you expect "Available variables: None"?

On the other hand the tooltip text doesn't seem to be custom tailored to the available parameters, for ...
by mrvn
Tue Nov 04, 2025 4:48 pm
Forum: Bug Reports
Topic: [2.0.71] Map preview off-center with many resources active
Replies: 5
Views: 501

[2.0.69] Map preview off center after switching to 4k display

Merged...

My monitor recently broke and I had to work with an older low-res monitor for a while. Now I'm back to glorious 4k but then I noticed that the map preview when starting a new game is off center. The screenshots are from a game with Spaghettorio, which certainly touches map generation ...
by mrvn
Tue Nov 04, 2025 4:36 pm
Forum: Ideas and Suggestions
Topic: Paste to Logistics Storage Chest filter
Replies: 71
Views: 23490

Re: Allow copying Recipe onto Storage Chest (like Requester Chest)



Recipes have a field for the main result. And if the automatic is wrong for those 1% cases that still means you save time on the 99% other recipes.


You mean that's how Factorio recipes are handled internally? If so, I'm sure that this "main result" is good enough for most any case.
Even if ...
by mrvn
Fri Oct 24, 2025 11:05 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 112
Views: 176615

Re: Space Platform 101 Discussion



The whole railway token idea relies on there only ever being one token at a time.

Railway tokens are designed to avoid collisions on a route. That's not what I'm trying to do; I'm trying to space out multiple ships on the same route to get more frequent arrivals which requires some form of ...
by mrvn
Fri Oct 24, 2025 10:56 am
Forum: Ideas and Suggestions
Topic: Paste to Logistics Storage Chest filter
Replies: 71
Views: 23490

Re: Allow copying Recipe onto Storage Chest (like Requester Chest)


What?
You can copy (shift right-click) a recipe from an assembler (or other factory machine) onto a requester chest (shift left-click) to request all non-liquid items need for crafting.
You should also be able to copy the recipe onto a storage chest as well to set the filter to the first non ...
by mrvn
Thu Oct 23, 2025 8:06 am
Forum: Ideas and Suggestions
Topic: Use logistic group multiplier when auto-configuring a requester chest
Replies: 10
Views: 1690

Re: Use logistic group multiplier when auto-configuring a requester chest

As a side note: When the copy&paste chooses a way too high value you can set the group multiplier to e.g. 0.1. Having it use the exact recipe numbers + multiplier would look much neater though and easier to understand the numbers.

I would take this idea a step further though. Pasting a recipe onto ...
by mrvn
Thu Oct 23, 2025 7:51 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 112
Views: 176615

Re: Space Platform 101 Discussion


It can fail if multiple platforms using the same tokens are present at the same time.


The whole railway token idea relies on there only ever being one token at a time. So if your trade route goes Nauvis - Vulcanus - Gleba then you can have at most 6 spaceships. After that it is guaranteed to ...

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