Search found 38 matches

by innesm
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.
by innesm
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.
by innesm
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.
by innesm
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 ...
by innesm
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.
by innesm
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 ...
by innesm
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.
by innesm
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 ...
by innesm
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 ...
by innesm
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 ...
by innesm
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.
by innesm
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 ...
by innesm
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.
by innesm
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.
by innesm
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 ...
by innesm
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.
by innesm
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 ...
by innesm
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.
by innesm
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 ...
by innesm
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.

Go to advanced search