on that note, I also noticed combinator groups are neither listed nor affected.
would be fun if they were added too, so blueprints could have settings based on already defined groups.
(if group already exists -> don't override it's contents, otherwise, create it as it was intended in the bp)
11-07 ...
Search found 38 matches
- Thu Nov 07, 2024 2:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.14] parameterizing blueprints do not show affected trains in tooltip
- Replies: 2
- Views: 941
- Thu Nov 07, 2024 2:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.14] parameterizing blueprints do not show affected trains in tooltip
- Replies: 2
- Views: 941
[Kovarex] [2.0.14] parameterizing blueprints do not show affected trains in tooltip
Hey there. when creating a simple blueprint with a train station, a train and some other things, the train will not be visible in the following tooltip during parameterization:
11-07-2024, 15-22-22.png
0eNq9VNuOozAM/ZWVn2EEDVCK1C+pKhQgQ6PNhU1CO1XFv68DDO1oUTXdh3kB+cLx8TH2DSrRs85w5aC4Aa ...
11-07-2024, 15-22-22.png
0eNq9VNuOozAM/ZWVn2EEDVCK1C+pKhQgQ6PNhU1CO1XFv68DDO1oUTXdh3kB+cLx8TH2DSrRs85w5aC4Aa ...
- Thu Nov 07, 2024 2:18 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 144
- Views: 52052
Re: Friday Facts #392 - Parametrised blueprints
Mabye you can't sett the text-part of the name i BP-parameters, but you can sett the icon-part of a station name as a parameter. I have done this my self. I've got an generic ore-station BP and the train station gets the apropriate ore-icon from a parameter.
oh you are right!
11-07-2024, 15-16-14 ...
oh you are right!
11-07-2024, 15-16-14 ...
- Thu Nov 07, 2024 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.14] Train switching to automatic mode as wagons are built by bots
- Replies: 3
- Views: 1386
Re: [Genhis][2.0.14] Train switching to automatic mode as wagons are built by bots
that's nice!
I can confirm it happens in 2.0.14 if building without bots when using blueprints.
I can confirm it happens in 2.0.14 if building without bots when using blueprints.
- Thu Nov 07, 2024 1:54 pm
- Forum: Duplicates
- Topic: [Kovarex] [2.0.14] Parametrised blueprint input fields only take numbers not prefix/calculations (MR)
- Replies: 2
- Views: 415
[Kovarex] [2.0.14] Parametrised blueprint input fields only take numbers not prefix/calculations (MR)
11-07-2024, 14-50-52.png
Hello there! as you can see, typing in a quantity in hex like this ^ just works fine.
accepting this value correctly translates to this:
11-07-2024, 14-53-15.png
now this is fun and all for the new RGB support that lamps have, so if I want to use a parameterised ...
Hello there! as you can see, typing in a quantity in hex like this ^ just works fine.
accepting this value correctly translates to this:
11-07-2024, 14-53-15.png
now this is fun and all for the new RGB support that lamps have, so if I want to use a parameterised ...
- Thu Nov 07, 2024 9:34 am
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 144
- Views: 52052
Re: Friday Facts #392 - Parametrised blueprints
so.. I still need dozen of blueprints for individual items, to create train stops and the actual trains. that's a bit sad.
the parametric stuff is awesome. don't get me wrong there.. it's just only delivering 80% of what is required for trains to work.
It's especially funny, since the blog shows ...
the parametric stuff is awesome. don't get me wrong there.. it's just only delivering 80% of what is required for trains to work.
It's especially funny, since the blog shows ...
- Mon Nov 27, 2023 5:57 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 97547
Re: Friday Facts #384 - Combinators 2.0
My 5 Cents to the Selector Combinator:
Making it possible to have control logic on one color and values on the other would be a great addition.
Essentially we have two different wires for receiving signals of different origin.. why not make them as atomic as they are with a simple toggle switch ...
Making it possible to have control logic on one color and values on the other would be a great addition.
Essentially we have two different wires for receiving signals of different origin.. why not make them as atomic as they are with a simple toggle switch ...
- Sat Apr 22, 2023 10:05 pm
- Forum: Technical Help
- Topic: Switch account doesn't give access to the game on factorio.com
- Replies: 1
- Views: 1103
Switch account doesn't give access to the game on factorio.com
Hello there.
Today I thought it would have been a great idea to use my Nintendo Switch License to put a second player with 14 personal laser defense into my spidertron as passenger.
now while this Idea may sound quite charming, this is what I get:
https://i.imgur.com/OVQ97NB.png
I'm pretty sure ...
Today I thought it would have been a great idea to use my Nintendo Switch License to put a second player with 14 personal laser defense into my spidertron as passenger.
now while this Idea may sound quite charming, this is what I get:
https://i.imgur.com/OVQ97NB.png
I'm pretty sure ...
- Sun May 03, 2020 12:52 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 25751
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
artillery shell drops should be part of the reloading cycle as others mentioned already.
- Fri Mar 06, 2020 10:33 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 36529
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
i see first class debugging as a big barrier for people to start contributing to anything.
i'll certainly check out that vscode plugin.
i have to say though that the lack of proper debugging til now was the main reason i didn't touch factorio modding too.
i'll certainly check out that vscode plugin.
i have to say though that the lack of proper debugging til now was the main reason i didn't touch factorio modding too.
- Fri Jan 24, 2020 3:57 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 78593
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
it would still be neat to be able to configure the maximum amount of trains that are allowed to target a train station at once.
this way only one loaded iron ore train would leave the depod if a station signalizes that it can take more iron ore.
it could also allow two trains to target if the ...
this way only one loaded iron ore train would leave the depod if a station signalizes that it can take more iron ore.
it could also allow two trains to target if the ...
- Sat Jan 18, 2020 7:04 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 48036
Re: Friday Facts #330 - Main menu and File Share Shenanigans
1. continue multiplayer would be awesome
2. i moved from zfs to xfs with mdadm raid "10" (combination of 1 and 0 with one metadata block per drive) and luks2 on 4x 4tb hdd's
i sure lost snapshots but rbackup / borg / ... are just enough to handle that for me.
you might want to give syncthing a try ...
2. i moved from zfs to xfs with mdadm raid "10" (combination of 1 and 0 with one metadata block per drive) and luks2 on 4x 4tb hdd's
i sure lost snapshots but rbackup / borg / ... are just enough to handle that for me.
you might want to give syncthing a try ...
- Sat Aug 24, 2019 4:55 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 160848
Re: Friday Facts #309 - Controversial opinions
removing blueprint import / export will result in people sharing feature complete blueprint-storage.dat files.
it also removes some other power user usecases.
secondly:
if you really want miners to only output with inserters, you should add inserter management so you can grab from the top and put ...
it also removes some other power user usecases.
secondly:
if you really want miners to only output with inserters, you should add inserter management so you can grab from the top and put ...
- Wed Jun 20, 2018 12:12 pm
- Forum: General discussion
- Topic: Support for non Razer RBG hardware - Aurora
- Replies: 1
- Views: 2464
Re: Support for non Razer RBG hardware - Aurora
i suppose adding aurora support directly into factorio itself would be benefitial to us.
- Mon May 14, 2018 12:22 pm
- Forum: Ideas and Suggestions
- Topic: adjust collision on reactors, turbines and undergrounds
- Replies: 4
- Views: 3359
Re: adjust collision on reactors, turbines and undergrounds
while i agree that a mod would solve this easily i'd prefer to see this in vanilla factorio because visually you should be able to get through these obstacles.
also i'd say this is a bug:
https://i.imgur.com/gKPK9lo.png
since you can run through that from time to time. (depending on collision ...
also i'd say this is a bug:
https://i.imgur.com/gKPK9lo.png
since you can run through that from time to time. (depending on collision ...
- Mon May 14, 2018 11:05 am
- Forum: Ideas and Suggestions
- Topic: adjust collision on reactors, turbines and undergrounds
- Replies: 4
- Views: 3359
adjust collision on reactors, turbines and undergrounds
spot on description:
adjust collision on reactors, turbines and undergrounds
motivation:
it is annoying
examples of the issues:
https://i.imgur.com/ax0Bda7.png
blueprint:
0eNqtnNlu2zAQRf+FzzZAUlz9K0VQODaTCHBkQ5aLpoH/vXKcplkkmzpMX4I0nbGWw8mU9w6fxe3mkHZt3XRi8Szq1bbZi8WPZ7Gv75vl5vR33dMuiYWou ...
adjust collision on reactors, turbines and undergrounds
motivation:
it is annoying
examples of the issues:
https://i.imgur.com/ax0Bda7.png
blueprint:
0eNqtnNlu2zAQRf+FzzZAUlz9K0VQODaTCHBkQ5aLpoH/vXKcplkkmzpMX4I0nbGWw8mU9w6fxe3mkHZt3XRi8Szq1bbZi8WPZ7Gv75vl5vR33dMuiYWou ...
- Thu Feb 15, 2018 9:39 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 12914
Re: enforce player chat color to be readable
set it to purple. it will be harder to read. just saying this decrease in saturation adds to readability alot.darkfrei wrote:Why the red is so gray?
How it looks like now: How it looks must be:
- Thu Feb 15, 2018 7:16 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 62745
Re: Version 0.16.24
about my player color should be readable proposal:
factorio_2018-02-15_20-15-09.png
i really like that you took the time to implement my proposal as fast as that but.. i'd say it could need some improvement :D
about the opt-out / opt-in stuff..
i'd say beta should always be opt-out while stable ...
factorio_2018-02-15_20-15-09.png
i really like that you took the time to implement my proposal as fast as that but.. i'd say it could need some improvement :D
about the opt-out / opt-in stuff..
i'd say beta should always be opt-out while stable ...
- Thu Feb 15, 2018 6:59 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 12914
Re: enforce player chat color to be readable
hm. i just noticed 0 0 0 is kinda unreadable on top of stone and concrete.
but still.. nice change.
but still.. nice change.
- Thu Feb 15, 2018 3:58 am
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 12914
Re: enforce player chat color to be readable
awesome!
was as easy as i thought right?
was as easy as i thought right?