Search found 22 matches

by dgnuff
Mon Mar 31, 2025 5:59 am
Forum: Ideas and Suggestions
Topic: Circuit Control for Fusion Reactors or Plasma Generators
Replies: 0
Views: 90

Circuit Control for Fusion Reactors or Plasma Generators

TL;DR

Let us connect a circuit to either a Fusion Reactor or a Plasma Generator so we can turn it on and off via the circuit network.

What

Currently there isn't an option to connect a circuit to either a Fusion Reactor or a Plasma Generator. This suggestion would allow us to connect to at ...
by dgnuff
Tue Mar 25, 2025 12:49 pm
Forum: Modding help
Topic: Is it possible to read logistic requests that are "in flight" on a space platform?
Replies: 0
Views: 148

Is it possible to read logistic requests that are "in flight" on a space platform?

TL;DR

When a space platform has a logistic request that's being fulfilled from a planet, provide a way to read the quantity in flight in a script.

WHAT

Somewhere in the inner workings of the game, it already knows the number in flight, since this is seen in the tooltip when you hover over a ...
by dgnuff
Sat Mar 22, 2025 10:51 pm
Forum: Implemented mod requests
Topic: Add the ability to read distance along a space route via scripting
Replies: 12
Views: 1127

Re: Add the ability to read distance along a space route via scripting

Genhis wrote: Thu Feb 06, 2025 1:36 pm Implemented for 2.0.34.
Please let the team know that this is a very welcome addition. Thank you all for doing this.
by dgnuff
Fri Feb 28, 2025 10:06 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.28] Water cane plant not picked up by Ag Tower
Replies: 6
Views: 1003

Re: [Lou][2.0.28] Water cane plant not picked up by Ag Tower

It turns out waterfill has nothing to do with the problem. It's actually the same issue as this one:

https://forums.factorio.com/viewtopic.php?p=635957

because the items making it impossible to place soil are decoratives. I wrote a small mod that used the

surface.destroy_decoratives(area)

lua ...
by dgnuff
Fri Feb 28, 2025 2:35 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.28] Water cane plant not picked up by Ag Tower
Replies: 6
Views: 1003

Re: [Lou][2.0.28] Water cane plant not picked up by Ag Tower

Does the second of the two issues you outlined include what I'm finding with an Agricultural Tower in a Jellynut biome.

What I'm experiencing is that I place the Ag Tower so that all the surrounding squares are either yellow or green.

The expectation is that any square that's yellow should be ...
by dgnuff
Wed Feb 12, 2025 12:45 pm
Forum: Frequently Suggested / Link Collections
Topic: More intelligent Rocket auto-launch
Replies: 0
Views: 213

More intelligent Rocket auto-launch

TL;DR:

Improve on the current algorithm that currently only automatically launches a full load of a single entity type.

Why:

Building rockets is a painful process. More often than not, a rocket design doesn't require exactly a multiple of (e.g.) 100 belts. This means that components need to be ...
by dgnuff
Wed Jan 29, 2025 10:46 am
Forum: Ideas and Suggestions
Topic: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0
Replies: 3
Views: 327

Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0

If I import a blueprint saved when 1.1 was still current that contains train rails, several annoyances can happen

1. This may not be possible to fix, but it appears that 1.1 and 2.0 track grids are not aligned when using a 1.1 blueprint in 2.0. A symptom of this is that I'll put down a blueprint ...
by dgnuff
Sun Dec 29, 2019 1:07 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1961
Views: 702923

Controlled Inserter vs Transport Belt

The following blueprint demonstrates the problem:


0eNrVltuO2jAQQP9lnhMpdiBApH5JtYqcZNodNbEj22xLUf69NpGABQN23/YF5EuOx3OciY/QDnucNEkL9RGoU9JA/f0Ihn5KMfg+e5gQaiCLI2QgxehbVgtpJqVt3uJgYc6AZI9/oGbzWwYoLVnChXRqHBq5H1vUbsIjRgaTMu4xJf2qDpWXGRzc32qeszsMj8ewJ5gyGsOfUFZnCkmD2rq+h7spXa560tgtY+5Rl3Or1dC0+C4 ...
by dgnuff
Thu Dec 19, 2019 7:13 am
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 248195

Re: Peace with Aliens

Interesting idea. Earlier in the thread, the idea of trade / communication was suggested, but the counter-argument was given that the Biters didn't seem intelligent enough for this. That's a good point, but here's a suggestion to work around it.

Let's say there is some sort of "Hive Overmind" that ...
by dgnuff
Sun Nov 05, 2017 7:42 am
Forum: Gameplay Help
Topic: Train schedule conditions question.
Replies: 1
Views: 1209

Train schedule conditions question.

How do multiple conditions bind when there are several conditions with a mix of "And" and "Or" combining? Say I have the following list:

Cargo item Iron Plate > 1000
And Cargo item Copper Plate > 1000
Or Circuit Condition A = 1
And Circuit Condition B = 2

There are four possible ways that could ...
by dgnuff
Sat Nov 04, 2017 7:23 am
Forum: Modding help
Topic: Which train(s) are blocking this train
Replies: 1
Views: 1167

Which train(s) are blocking this train

Suppose I have a LuaTrain, and its train.state == defines.train_state.wait_signal. This means that there are one or more other LuaTrains that are blocking it. Is there a way in a mod to find those LuaTrains. For my use case, finding any one of them would be sufficient, but the more general solution ...
by dgnuff
Mon Oct 02, 2017 5:54 pm
Forum: Gameplay Help
Topic: What's wrong with the water supply for my Nuclear setup?
Replies: 8
Views: 11308

Re: What's wrong with the water supply for my Nuclear setup?

yeah i just ended up priming the system with 1 fuel cell for each reactor.

using 6 offshore pumps (3 top right, 3 bottom right) i couldn't get it to run out of water even at full load for hours.
however some of the steam turbines ran out of steam.

As noted in my previous reply, I was able to get ...
by dgnuff
Sat Sep 30, 2017 5:10 pm
Forum: Gameplay Help
Topic: What's wrong with the water supply for my Nuclear setup?
Replies: 8
Views: 11308

Re: What's wrong with the water supply for my Nuclear setup?

Fluid dynamics. Every single pipe results in slightly less fluid going through the entire pipe. So even though you're producing enough to maintain the system, you're not getting it to the points in the system that need the water. Too little pipe throughput at the points that you want it is all ...
by dgnuff
Fri Sep 29, 2017 8:49 am
Forum: Gameplay Help
Topic: What's wrong with the water supply for my Nuclear setup?
Replies: 8
Views: 11308

What's wrong with the water supply for my Nuclear setup?

From what I've read, it takes 5 offshore pumps to keep a 480 MW Nuclear setup running at maximum capacity. This is the standard 4:24:84 setup. So I've built one of these, pastebin is here: https://pastebin.com/a6ZzigAU except something is wrong with my water supply. I actually have 6 offshore pumps ...
by dgnuff
Sat Apr 01, 2017 3:29 am
Forum: Ideas and Requests For Mods
Topic: "clip" flag for gui text labels.
Replies: 3
Views: 2071

Re: "clip" flag for gui text labels.

My apologies, I didn't make it 100% clear what I want.

Firstly, it's great to hear that wrapping text is coming in 0.15. However, in my use case, I have a label that I'm using as part of a row in a scroll-pane. In this instance, I only want it to show a single line of text so that I can strictly ...
by dgnuff
Fri Mar 31, 2017 3:36 pm
Forum: Ideas and Requests For Mods
Topic: "clip" flag for gui text labels.
Replies: 3
Views: 2071

"clip" flag for gui text labels.

It's been discussed elsewhere that making gui text labels wrap is not really possible with the current library in use.

Even so, is it possible to mark a label as single line, and then clip the text if it overflows. Even cutting it in the middle of a letter is OK, I just don't want it extending past ...
by dgnuff
Fri Mar 31, 2017 9:04 am
Forum: Modding help
Topic: Forwardmost Entity of a Train (Train direction)
Replies: 13
Views: 4308

Re: Forwardmost Entity of a Train (Train direction)

Part of the problem is that it's completely ambiguous which is the front and which is the back if it's a double headed train stopped on a track that permits two way traffic.

That said, a couple of heuristics that can help:

1. If the train is on a one way track, then the front is possible to ...
by dgnuff
Mon Mar 13, 2017 4:29 am
Forum: Gameplay Help
Topic: What am I doing wrong with train signals?
Replies: 4
Views: 2234

Re: What am I doing wrong with train signals?

Thank you both for your responses, I think I have a better understanding now.

@Mr Tact, I tied putting a signal on the south side of my red one just west of the Y, and noticed several things. Firstly, I am not permitted to put the signal any further west than directly opposite the one on the north ...
by dgnuff
Sun Mar 12, 2017 11:25 pm
Forum: Gameplay Help
Topic: What am I doing wrong with train signals?
Replies: 4
Views: 2234

Re: What am I doing wrong with train signals?

I'm totally confused now.

The save attached to this post was taken a little later, the train setup is basically identical: Cyan is still northbound up its "two way", pretty much keeping out of the way, and Yellow is trying to get back to "Empty Pickup". All I've done is to add the necessary ...
by dgnuff
Sun Mar 12, 2017 8:58 pm
Forum: Gameplay Help
Topic: What am I doing wrong with train signals?
Replies: 4
Views: 2234

What am I doing wrong with train signals?

In the attached save file, I'm standing right next to a train. If I instruct that train to go to the station "Empty Pickup" it reports "No Path". I'm not clear why. It should be able to select the right track at the first switch where it can make a choice, the left track at the second switch, and ...

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