Search found 38 matches
- Sun Jul 12, 2026 11:36 am
- Forum: Gameplay Help
- Topic: Why won't my space platform interrupt end?
- Replies: 5
- Views: 3841
Re: Why won't my space platform interrupt end?
Thanks! I would never have worked out what was going on with my interrupt without this thread. Even with the time passed requirement ticking endlessly I don't think I'd have worked out what was happening, in the absence of any useful feedback from the game.
- Sun Jul 12, 2026 11:28 am
- Forum: Gameplay Help
- Topic: Created an Interrupt on a space ship schedule - it was added to all space ships
- Replies: 3
- Views: 523
Re: Created an Interrupt on a space ship schedule - it was added to all space ships
How do I assign a group to a space ship? There's no mention in the wiki, and all I find when googling is a mod.
- Sat Jul 11, 2026 7:18 pm
- Forum: Gameplay Help
- Topic: [2.1] Ship stuck waiting for deliveries, they're all "not enough to fill a rocket"
- Replies: 1
- Views: 467
Re: [2.1.9] Ship stuck waiting for deliveries, they're all "not enough to fill a rocket"
False alarm - there wasn't enough space on the ship, so it was just a misleading message.
- Sat Jul 11, 2026 7:16 pm
- Forum: Gameplay Help
- Topic: [2.1] Ship stuck waiting for deliveries, they're all "not enough to fill a rocket"
- Replies: 1
- Views: 467
[2.1] Ship stuck waiting for deliveries, they're all "not enough to fill a rocket"
I have a ship waiting above Nauvis because it's a few items short on a 3 different requests.
There are enough silos ready to launch and enough items on Nauvis even to deliver full rocket loads of all the item types, but none are being delivered.
- green circuits 1632/2000 - 13k on planet.
- iron ...
There are enough silos ready to launch and enough items on Nauvis even to deliver full rocket loads of all the item types, but none are being delivered.
- green circuits 1632/2000 - 13k on planet.
- iron ...
- Sat Jul 11, 2026 7:10 pm
- Forum: Gameplay Help
- Topic: Created an Interrupt on a space ship schedule - it was added to all space ships
- Replies: 3
- Views: 523
Re: Created an Interrupt on a space ship schedule - it was added to all space ships
No, I've not created any space ship groups - I can't actually find any UI to set space ship groups.
- Sat Jul 11, 2026 6:25 pm
- Forum: Gameplay Help
- Topic: Created an Interrupt on a space ship schedule - it was added to all space ships
- Replies: 3
- Views: 523
Created an Interrupt on a space ship schedule - it was added to all space ships
Is this how interrupts are supposed to behave? I created a "go to fulgora if holmium plate count == 0" one on my Aquilo ship, intended just for that ship, and found later that it was in all ships' schedules and ships were going to Fulgora.
I'm running 2.1.9, so I am wondering whether it's a bug ...
I'm running 2.1.9, so I am wondering whether it's a bug ...
- Thu Jul 02, 2026 5:37 pm
- Forum: Modding help
- Topic: Get held blueprint's position on the map?
- Replies: 0
- Views: 143
Get held blueprint's position on the map?
Is it possible to get the map coordinates of the blueprint that's currently held by a player?
Why? When the blueprint has relative grid snapping, I'd like to draw a grid on the map/view where each cell is where the blueprint would be placed if the user clicked and started dragging it around.
Why? When the blueprint has relative grid snapping, I'd like to draw a grid on the map/view where each cell is where the blueprint would be placed if the user clicked and started dragging it around.
- Wed Nov 06, 2024 11:27 am
- Forum: Ideas and Suggestions
- Topic: Give some indication that inserters don't work on cargo bays
- Replies: 4
- Views: 1794
Re: Give some indication that inserters don't work on cargo bays
>white box corner outline
Ah - is that the optional rendering of pick up and drop off positions of inserters? I don't have that graphic enabled but I guess if I moused-over the inserter I would have seen it.
Perhaps the cargo bay sides could indicate no insertion/extraction somehow - compared to ...
Ah - is that the optional rendering of pick up and drop off positions of inserters? I don't have that graphic enabled but I guess if I moused-over the inserter I would have seen it.
Perhaps the cargo bay sides could indicate no insertion/extraction somehow - compared to ...
- Tue Nov 05, 2024 11:12 am
- Forum: Ideas and Suggestions
- Topic: Give some indication that inserters don't work on cargo bays
- Replies: 4
- Views: 1794
Give some indication that inserters don't work on cargo bays
What?
Give some graphical indication that an inserter will not work when pointing away from or towards a cargo bay. Even though the cargo bay extends the hub and looks very similar, making the hub look like a larger container building, it is not accessible by inserters.
Maybe info could be added ...
Give some graphical indication that an inserter will not work when pointing away from or towards a cargo bay. Even though the cargo bay extends the hub and looks very similar, making the hub look like a larger container building, it is not accessible by inserters.
Maybe info could be added ...
- Tue Nov 05, 2024 10:14 am
- Forum: Ideas and Suggestions
- Topic: Show the planet next to space platform logistic requests.
- Replies: 0
- Views: 545
Show the planet next to space platform logistic requests.
What?
I got confused as to why a space platform request was not being fulfilled when it was orbiting a planet that had that item. It took me a while to notice in the request UI that there's a planet associated with each request.
I suggest adding some graphical indication on the request (a small dot ...
I got confused as to why a space platform request was not being fulfilled when it was orbiting a planet that had that item. It took me a while to notice in the request UI that there's a planet associated with each request.
I suggest adding some graphical indication on the request (a small dot ...
- Fri Jun 07, 2024 8:08 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 189361
Re: Friday Facts #414 - Spoils of Agriculture
I'm loving the art style of the new planet, and spoilage looks like one of the more interesting new mechanics coming in the expansion.
> Size and colors are impactful for Trypophobia.
This is a lame thing to pick as your personality.
> Size and colors are impactful for Trypophobia.
This is a lame thing to pick as your personality.
- Mon Jul 25, 2022 9:31 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
- Replies: 6
- Views: 4535
Re: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
Here's another vote for it being a bug. An example of how the current behaviour doesn't help: filtering by "train" and sorting by downloads puts LTN off the screen, below Seablock, even though it's a train mod with train in the name, with more downloads than Seablock (which doesn't mention trains in ...
- Mon Mar 25, 2019 5:16 pm
- Forum: Won't fix.
- Topic: [0.17.14] circular belt loop "backs up" (items stop) when full
- Replies: 3
- Views: 2916
Re: [0.17.14] circular belt loop "backs up" (items stop) when full
Fair enough - I wasn't sure whether or not it was a change of behaviour.
- Mon Mar 25, 2019 9:37 am
- Forum: Won't fix.
- Topic: [0.17.14] circular belt loop "backs up" (items stop) when full
- Replies: 3
- Views: 2916
[0.17.14] circular belt loop "backs up" (items stop) when full
Create a looping belt, and insert items onto it from a chest - when the belt lane becomes full, the items stop moving.
- Wed Dec 19, 2018 12:39 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 279078
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
How do you stop helmod from deleting your "production line"?
If I build up a list of recipes to produce a final product, then click a different helmod tab, then click back, all the recipes apart from the final one are deleted.
Is there a way to stop helmod from doing this? I must be missing some ...
If I build up a list of recipes to produce a final product, then click a different helmod tab, then click back, all the recipes apart from the final one are deleted.
Is there a way to stop helmod from doing this? I must be missing some ...
- Mon Jul 23, 2018 9:20 pm
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 7805
Re: LTN 1.7.9 stopped working
Thank you! It's been working great since I updated.
- Fri Jul 20, 2018 12:50 pm
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 7805
Re: LTN 1.7.9 stopped working
I noticed that the LogisticTrainStops table was empty, hence the "first ltn stop created" message when I created a new stop, but I couldn't see any code to rebuild this from scratch - I am guessing it is persisted by Factorio between saves, and added to based on the entity created event? I haven't ...
- Fri Jul 20, 2018 11:33 am
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 7805
Re: LTN 1.7.9 stopped working
That was the entire log file.
- Tue Jul 17, 2018 6:29 pm
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 7805
Re: LTN 1.7.9 stopped working
Attached a log with some mods removed (no mods that weren't around while LTN was still working).
I did a few things while logging was enabled to see if there'd be any output from LTN, because otherwise it wasn't logging anything apart from an initial on loaded message. "First LTN Stop built" when I ...
I did a few things while logging was enabled to see if there'd be any output from LTN, because otherwise it wasn't logging anything apart from an initial on loaded message. "First LTN Stop built" when I ...
- Tue Jul 17, 2018 9:08 am
- Forum: Logistic Train Network
- Topic: LTN 1.7.9 stopped working [resolved in 1.7.12]
- Replies: 14
- Views: 7805
Re: LTN 1.7.9 stopped working
Happening again.
Same symptoms as before. LTN seems to die globally - zombie trains are left with old schedules and LTN stops do not output requested items/amounts. Once I clean up the zombie trains (just delete their schedules apart from the Depot station), nothing moves on the network.