TL;DR
The stacked belts should be their own set of belt, splitters and undergrounds, instead of depending on inserters.
What ?
The belts shown in FFF 393 should be their own set of items, that are dedicated to the purpose, with all inserters that have a stack capacity greater than one able to ...
Search found 46 matches
- Sun Feb 11, 2024 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Stacked Belts should be their own item.
- Replies: 15
- Views: 4918
- Mon Dec 25, 2023 6:20 am
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 11990
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
I think a very nice option would be to limit the recycler to final products, which can't take productivity modules.
The reason would be much less the productivity cap, but opening up the space for alternate recipes as has been mentioned in a recent friday facts, for which the recycler is an issue ...
The reason would be much less the productivity cap, but opening up the space for alternate recipes as has been mentioned in a recent friday facts, for which the recycler is an issue ...
- Mon Sep 18, 2023 9:25 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 255292
Re: Friday Facts #375 - Quality
I'm trying to still figure out why the quality system is bothering me so much. First off, the names are bad, really bad, and make no sense at all, but that is really a superficial issue.
One thing is that the graphics seem to become confusing. Everything can have quality overlays, and that is an ...
One thing is that the graphics seem to become confusing. Everything can have quality overlays, and that is an ...
- Sat Jul 02, 2022 10:49 pm
- Forum: Pending
- Topic: [1.1.61] Absolute grid position not updating grid box placement
- Replies: 1
- Views: 1178
[1.1.61] Absolute grid position not updating grid box placement
This is a very small bug, but when changing the offset of the absolute grid position, the corresponding box placement still snaps to the old value if the blueprint contains rails that force the blueprint onto a 2x2 scale.
The values can still be manually edited, but any change of the selected ...
The values can still be manually edited, but any change of the selected ...
- Fri Nov 20, 2020 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Stack Size Virtual Value for Signals
- Replies: 8
- Views: 2640
Re: Stack Size Virtual Value for Signals
There is at least one mod that includes a stacksize combinator already: https://mods.factorio.com/mod/utility-combinators-plus
The mod only provides the stack sizes in a constant combinator. You'll need to extract the right signal, convert it into an appropriate constant and then multiply/divide ...
- Fri Nov 13, 2020 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Allow placement of blueprints in chunks with FOW
- Replies: 10
- Views: 4308
Allow Blueprints in fog of war
TL;DR
Allow blueprints to be placed through Fog of war
What ?
You should be able to place Blueprints in the map view regardless if an area is currently revealed by radar or not.
Why ?
It is no fun having to overlap a blueprint with one you previously placed, just because fog of war cut off ...
Allow blueprints to be placed through Fog of war
What ?
You should be able to place Blueprints in the map view regardless if an area is currently revealed by radar or not.
Why ?
It is no fun having to overlap a blueprint with one you previously placed, just because fog of war cut off ...
- Tue Nov 03, 2020 9:31 pm
- Forum: Won't implement
- Topic: Make spidertron features available for all vehicles
- Replies: 8
- Views: 3232
Make spidertron features available for all vehicles
There are several features that currently seem only available for SpiderVehicles, and not for other types of vehicles.
The radar capability set by chunk_exploration_radius
The autopilot feature set by autopilot_destination
The autotargeting settings accessed by vehicle_automatic_targeting ...
The radar capability set by chunk_exploration_radius
The autopilot feature set by autopilot_destination
The autotargeting settings accessed by vehicle_automatic_targeting ...
- Fri Mar 20, 2020 5:32 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 110626
Re: Friday Facts #339 - Beacon HR + Redesign process
I think the fundamental issue is that 'beacon' does not map well to 'long lines' ever. I think the best way to make beacons look better is preventing their effects from infinitely stacking, and ensuring that the beacons are outnumbered by the assemblers/furnaces/refineries.
The picture with the ...
The picture with the ...
- Mon Mar 12, 2018 9:17 am
- Forum: Ideas and Suggestions
- Topic: Include dominant recipe in default blueprint icons
- Replies: 4
- Views: 2038
Re: Include dominant recipe in default blueprint icons
I would consider prioritizing high level recipes over low level ones. So a 3 cable -> 2 green circuit build should show the green circuits first, even though they are in the minority.
- Mon Feb 26, 2018 2:35 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 26350
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Has anyone gotten this to work with 0.16?
- Wed Feb 21, 2018 10:11 pm
- Forum: Modding help
- Topic: Unkown item name error
- Replies: 1
- Views: 980
Unkown item name error
I have a mysterious unkown item name error when I try to create a 'item-request-proxy', I assume I got the syntax of modules somehow wrong, but I can't figure out what
player.surface.create_entity
{
name = 'item-request-proxy',
position = entity.position,
force = entity.force,
target ...
player.surface.create_entity
{
name = 'item-request-proxy',
position = entity.position,
force = entity.force,
target ...
- Wed Feb 21, 2018 6:43 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 102720
Re: [MOD 0.15] ModuleInserter 2.0.0
The mod can be fixed adding a few lines in local function on_player_selected_area(event), as limitations are no longer a table, but an array
Change the lines testing for appropriate limitations
if entity.type == "assembling-machine" and recipe and next(prototype.limitations) and not in_table ...
Change the lines testing for appropriate limitations
if entity.type == "assembling-machine" and recipe and next(prototype.limitations) and not in_table ...
- Tue Feb 20, 2018 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 60129
Re: Roboports should output missing materials to circuit network
If anyone is interested in this behavior, I made a mod that adds a combinator that performs exactly this. (I am afraid I have no clue how to hack into the roboport)
https://mods.factorio.com/mod/missing-circuit
https://mods.factorio.com/mod/missing-circuit
- Sun Feb 18, 2018 8:46 pm
- Forum: Ideas and Suggestions
- Topic: Manually create module requests on existing machines
- Replies: 9
- Views: 7358
Re: Module Ghosts in Assembling machines.
I only see talk about ways to place ghosts without actually having the item, but I don't see any mention of ghosting modules to existing assemblers. Searching for module comes up empty for me.impetus maximus wrote:read "New toolbar proposal"
- Sun Feb 18, 2018 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Manually create module requests on existing machines
- Replies: 9
- Views: 7358
Re: Module Ghosts in Assembling machines.
read here
https://factorio.com/blog/post/fff-191
Can you tell me where in that blog post Twinsen talks about modules? Especially with the radar view, I'd be very much in favor being able to requests modules at the other end of my factory.
Also, existing modules should be slated to be removed ...
https://factorio.com/blog/post/fff-191
Can you tell me where in that blog post Twinsen talks about modules? Especially with the radar view, I'd be very much in favor being able to requests modules at the other end of my factory.
Also, existing modules should be slated to be removed ...
- Tue Jan 30, 2018 1:19 pm
- Forum: Modding help
- Topic: Mod is not detected
- Replies: 5
- Views: 2538
Re: Mod is not detected
Thanks, I fixed it now, it seems to work fine now. It is just very hard to debug something that fails quietly without any error message.
- Tue Jan 30, 2018 1:18 pm
- Forum: Modding help
- Topic: How to test if two logistics networks are the same?
- Replies: 0
- Views: 753
How to test if two logistics networks are the same?
I am trying to match various entities if they are in the same logistics network
I am first saving entities into a table by the logistics network gotten by find_logistic_network_by_position
local parent = surface.find_logistic_network_by_position(combinator.position, combinator.force)
if parent ...
I am first saving entities into a table by the logistics network gotten by find_logistic_network_by_position
local parent = surface.find_logistic_network_by_position(combinator.position, combinator.force)
if parent ...
- Mon Jan 29, 2018 1:02 pm
- Forum: Modding help
- Topic: Mod is not detected
- Replies: 5
- Views: 2538
Re: Mod is not detected
Here is the file
- Mon Jan 29, 2018 10:13 am
- Forum: Modding help
- Topic: Mod is not detected
- Replies: 5
- Views: 2538
Mod is not detected
I am trying to make a simple mod, but I am unable to get it to show up in the game in the mods menu. What am I overlooking?
The folder is called:
missing-circuit_0.1.0
and contains the data.lua file:
--data.lua
require("prototypes.items")
as well as the json file
{
"name": “MissingItemsCircuit ...
The folder is called:
missing-circuit_0.1.0
and contains the data.lua file:
--data.lua
require("prototypes.items")
as well as the json file
{
"name": “MissingItemsCircuit ...
- Fri Oct 27, 2017 5:22 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 77960
Re: Friday Facts #214 - Concrete rendering
The tiles look really nice... they just don't have the 'industrial' feel. The main reason I prefer concrete over stone tiles is that the concrete looks much flatter, much more like a factory floor than a hand assembled path. For me I'd much prefer even completely untiled, flat, poured concrete.
Both ...
Both ...