Search found 16 matches
- Fri Jan 10, 2025 7:12 am
- Forum: Not a bug
- Topic: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
- Replies: 8
- Views: 1205
Re: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
How easy/difficult/well nigh impossible would it be to support {N} more wire colours? That would solve a LOT of issues folks are having. (Six colours would be the dream for circuitoholics.)
Would be hard, as the actual graphics of the poles is designed to work with two colors etc.
+1 for ...
- Tue Nov 05, 2024 3:28 pm
- Forum: Bug Reports
- Topic: [2.0.14] Upgrade planner not inserting modules
- Replies: 2
- Views: 290
[2.0.14] Upgrade planner not inserting modules
I have an upgrade planner which upgrades [Assembler 1] to [Assembler 2 with 2 x Productivity Module 1].
When applied, the machine is upgraded but the modules are not added.
No upgrade planner module insertion issues encountered with other machines (so far), it appears to be just this specific case ...
When applied, the machine is upgraded but the modules are not added.
No upgrade planner module insertion issues encountered with other machines (so far), it appears to be just this specific case ...
- Tue Nov 05, 2024 10:54 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: "Ingredient of recipe [x]" should allow user to map each ingredient to specific blueprint parameter.
- Replies: 3
- Views: 488
Re: Suggestion: "Ingredient of recipe [x]" should allow user to map each ingredient to specific blueprint parameter.
I agree. It's currently possible to manipulate this by introducing irrelevant signals/parameters into the blueprint and set them as ingredients. Since which parameter becomes which ingredient is determined by the order in the blueprint-parametrization-list (and the order of ingredients in the ...
- Sun Nov 03, 2024 12:05 am
- Forum: Duplicates
- Topic: [2.0.13] Logistic group out of sync
- Replies: 2
- Views: 254
Re: Logistic group out of sync
I'm also seeing this. I have a blueprint of a constant combinator with a defined logistic group (which I lay down before anything else), but subsequent blueprints (with combinators using the same group name) are overwriting the group signals. The first combinator still displays the initial settings ...
- Mon Oct 28, 2024 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: "Ingredient of recipe [x]" should allow user to map each ingredient to specific blueprint parameter.
- Replies: 3
- Views: 488
Suggestion: "Ingredient of recipe [x]" should allow user to map each ingredient to specific blueprint parameter.
TL;DR
Allow player to map recipe ingredients to specific blueprint parameters.
What?
Parameterised blueprint allows for shorthand selection of recipe parameter which then auto-populates later ingredient parameters, but does not allow the player to specify which ingredient is mapped to which ...
Allow player to map recipe ingredients to specific blueprint parameters.
What?
Parameterised blueprint allows for shorthand selection of recipe parameter which then auto-populates later ingredient parameters, but does not allow the player to specify which ingredient is mapped to which ...
- Mon Oct 28, 2024 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: "Any Cargo" interrupt wildcard reads filtered slots in empty cargo wagons
- Replies: 0
- Views: 115
Suggestion: "Any Cargo" interrupt wildcard reads filtered slots in empty cargo wagons
TL;DR
Allow train interrupt "any cargo" wildcard to read filtered slots in empty train wagons.
What?
Expand train interrupts to read wagon slot filters in empty wagons if no other cargo is present.
Why?
Allows an interrupt-driven train to specialise in a single cargo type without creating ...
Allow train interrupt "any cargo" wildcard to read filtered slots in empty train wagons.
What?
Expand train interrupts to read wagon slot filters in empty wagons if no other cargo is present.
Why?
Allows an interrupt-driven train to specialise in a single cargo type without creating ...
- Mon Oct 28, 2024 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Radar signal receiver
- Replies: 0
- Views: 169
Suggestion: Radar signal receiver
TL;DR
1x1 antenna structure which can read signals transmitted by radar. Cannot send signals via radar. Can pass radar signals to directly wired circuit networks.
What?
A small, low-power structure for read-only access to circuit signals sent via radar.
Why?
Analogous to radio transmitter ...
1x1 antenna structure which can read signals transmitted by radar. Cannot send signals via radar. Can pass radar signals to directly wired circuit networks.
What?
A small, low-power structure for read-only access to circuit signals sent via radar.
Why?
Analogous to radio transmitter ...
- Mon Oct 28, 2024 7:56 am
- Forum: Ideas and Suggestions
- Topic: Tweaks in signals for proper LTN
- Replies: 6
- Views: 519
Re: Tweaks in signals for proper LTN
+1 to all of this.
Also: please can we have the new rail logic wildcards detect wagon slot filters so interrupts can also be used to generate pickup routes?
Alternatively (or perhaps as well as), a few more wire colours would come in very handy.
Also: please can we have the new rail logic wildcards detect wagon slot filters so interrupts can also be used to generate pickup routes?
Alternatively (or perhaps as well as), a few more wire colours would come in very handy.
- Sun Jan 24, 2021 8:56 pm
- Forum: Releases
- Topic: Version 1.1.15
- Replies: 9
- Views: 11063
Re: Version 1.1.15
Fog-of-war blueprints!
Big thanks, folks. Have been wanting to see this for a looooooooooong time now.
Big thanks, folks. Have been wanting to see this for a looooooooooong time now.
- Thu Sep 17, 2020 8:37 am
- Forum: Ideas and Suggestions
- Topic: Allow placement of blueprints in chunks with FOW
- Replies: 10
- Views: 3998
Re: Allow placement of blueprints in chunks with FOW
+1 to the original post. Personally I prefer to play close to Vanilla with only a few QoL mods around preference saving, reference, blueprint manipulation/expansion; blueprints on FoW make perfect sense now that they can be placed from map view - particularly if your blueprint is (in my example) a ...
- Thu Mar 05, 2020 9:52 am
- Forum: Releases
- Topic: Version 0.18.9
- Replies: 21
- Views: 18538
Re: Version 0.18.9
Rocket Rush is great fun, but pleeeeeeeeeeeease can we have a key combo to buy entire stacks of something? Clicking 200 times for 1K belts left scorch marks on my mouse...
I just realised an easy fix for this,
In the next verison, really cheap (such as belts) will scale up the cost and ...
- Thu Feb 27, 2020 2:42 am
- Forum: Releases
- Topic: Version 0.18.9
- Replies: 21
- Views: 18538
Re: Version 0.18.9
Rocket Rush is great fun, but pleeeeeeeeeeeease can we have a key combo to buy entire stacks of something? Clicking 200 times for 1K belts left scorch marks on my mouse...
- Thu Jul 19, 2018 6:21 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 46510
Re: [MOD 0.16.x] Whistle Stop Factories
This mod is great, one of my favourites. Thank you!
I was wondering if you had any plans to allow players to build their own large factories, much like DellAquila's The Big Furnace or Circuit Factory ? I think it would make for a very interesting alternative path for mass production, particularly ...
I was wondering if you had any plans to allow players to build their own large factories, much like DellAquila's The Big Furnace or Circuit Factory ? I think it would make for a very interesting alternative path for mass production, particularly ...
- Sat Jan 20, 2018 10:22 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 228900
Re: [MOD 0.13] Black Market (sell and buy on the market)
Thanks for this mod, it's great - Factorio becomes almost an entirely new game!
(EDIT: just noticed that the author is no longer playing Factorio - sorry to hear that, perhaps someone else might feel like adopting and maintaining the mod.)
I wanted to make a few feature suggestions, but I haven't ...
(EDIT: just noticed that the author is no longer playing Factorio - sorry to hear that, perhaps someone else might feel like adopting and maintaining the mod.)
I wanted to make a few feature suggestions, but I haven't ...
- Tue Jan 09, 2018 8:26 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Monorail delivery system
- Replies: 1
- Views: 2654
Re: [IDEA] Monorail delivery system
I know this is 18 months old - apologies for the thread necromancy - but I really, really like this. Localised bulk transit is a great idea.
- Sat Jun 17, 2017 9:17 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 231699
Re: [MOD 0.14] Upgrade planner - v1.2.7
I am seeing the exact same message. Factorio (Steam) Version 0.15.9 build 29504 win64 steam.Brathahn wrote:I have the same bug when upgrading yellow underground belts to red ones. yellow belts and splitters work fine
Upgrade Planner mod version 1.2.18