Search found 30 matches

by VonFlaffenhausen
Sat Oct 04, 2025 12:21 pm
Forum: Not a bug
Topic: Why can an inserter Enable/Disable wirelessly based on Logistics network content but a Requester chest can not?
Replies: 2
Views: 194

Re: Why can an inserter Enable/Disable wirelessly based on Logistics network content but a Requester chest can not?

Ah, so basically the "wireless wire" is severed when you disable the chest and therefore the chest has no way of reading the contents of the logistics network and the "wired wire" stays connected and operational after disabling a chest?
Is that correct?

And I guess it would be naive to suggest to ...
by VonFlaffenhausen
Sat Oct 04, 2025 11:26 am
Forum: Not a bug
Topic: Why can an inserter Enable/Disable wirelessly based on Logistics network content but a Requester chest can not?
Replies: 2
Views: 194

Why can an inserter Enable/Disable wirelessly based on Logistics network content but a Requester chest can not?

This feels like an oversight or at least quite inconsistent.
It would be nice to be able to enable or disable requests based on the contents of the logistical network.

I know it can be done by connecting a wire to a roboport, it just does not make sense that a non logistical network related entity ...
by VonFlaffenhausen
Sat Oct 04, 2025 11:13 am
Forum: Ideas and Suggestions
Topic: Add a Expand all / Collapse all button to Menu->Settings->Controls
Replies: 5
Views: 2188

Re: Add a Expand all / Collapse all button to Menu->Settings->Controls

Even though it is bad etiquette, I figured I would bump this thread.
It has been nearly 5 years and nothing..
Really thought this would be an easy thing to add.
by VonFlaffenhausen
Thu Dec 31, 2020 2:07 pm
Forum: Ideas and Suggestions
Topic: Add a Expand all / Collapse all button to Menu->Settings->Controls
Replies: 5
Views: 2188

Add a Expand all / Collapse all button to Menu->Settings->Controls

Hi,
There are a lot of control settings neatly divided in their on sub section.
It would be a nice addon to the new menu to have a simple expand/collapse all button available in the top of the menu.
There is plenty of empty real estate to use :

Image

Thanks!
by VonFlaffenhausen
Thu Aug 20, 2020 7:09 pm
Forum: Ideas and Suggestions
Topic: Tab to focus numeric textfield selects the text
Replies: 25
Views: 8984

1.0 Using "Tab" to go from X: field to Y field in blueprint window does not select/mark the Y: value

Hey,
This is not exactly a bug, more an annoyance.
When you edit the X and Y grid size values, I click in the X: field, type my value and the press the Tab button to go to the Y: field.
Doing this, standard windows behavior would be to select the value currently present in that field so that if you ...
by VonFlaffenhausen
Sat Nov 16, 2019 7:50 am
Forum: Ideas and Suggestions
Topic: Allow copy content of chest to Circuit Condition of circuit connected inserter
Replies: 10
Views: 4223

Re: Allow copy content of chest to Circuit Condition of circuit connected inserter

ssilk wrote: Sat Nov 16, 2019 6:05 am Why don’t you just limit the chest stack size?
:)
Cause that is super annoying when you want to clean out your inventory.
I find that a really inelegant way to do limit output.
by VonFlaffenhausen
Fri Nov 15, 2019 10:14 am
Forum: Ideas and Suggestions
Topic: Allow copy content of chest to Circuit Condition of circuit connected inserter
Replies: 10
Views: 4223

Re: Allow copy content of chest to filter of circuit connected inserter

valneq wrote: Thu Nov 14, 2019 10:58 pm Err … I think using the word filter is a bit confusing then. You want to paste the underground belts into the circuit condition of the inserter, because you don't actually use the filter inserters (purple / white inserters).
You are 100% correct.
by VonFlaffenhausen
Thu Nov 14, 2019 9:39 pm
Forum: Ideas and Suggestions
Topic: Allow copy content of chest to Circuit Condition of circuit connected inserter
Replies: 10
Views: 4223

Re: Allow copy content of chest to filter of circuit connected inserter

I thought about copy pasting filter settings because it is one of the things I have to do a lot when creating my mall area

Ill typically have an assembler outputting items for me in a chest. To prevent ending up with 2400 undergrounds in a chest, ill set a circuit condition of "Enabled if ...
by VonFlaffenhausen
Thu Nov 14, 2019 7:53 pm
Forum: Ideas and Suggestions
Topic: Allow copy content of chest to Circuit Condition of circuit connected inserter
Replies: 10
Views: 4223

Allow copy content of chest to Circuit Condition of circuit connected inserter

TL;DR
Allow copy content of chest to Circuit Condition of circuit connected inserter


What ?
It would be really helpful if we where able to shift-right-click on a chest and then shift-left-click on a circuit network connected inserter to copy the content of the chest as a Circuit Condition to ...
by VonFlaffenhausen
Fri Jun 07, 2019 10:24 pm
Forum: General discussion
Topic: Manipulating logistics network values not possible?
Replies: 2
Views: 1782

Manipulating logistics network values not possible?

I am designing a robot based mall and I want to set the amount of items that need to be created with constant combinators.
For instance when creating pumps, ill have combinator with "pump" 50. I then put that in an arithmetic combinator that does * x -1 so the output is -50.
I then hook up the ...
by VonFlaffenhausen
Tue Jun 04, 2019 9:34 pm
Forum: Not a bug
Topic: [0.17.45] Power pole wont connect
Replies: 2
Views: 1254

Re: [0.17.45] Power pole wont connect

Oh. Never knew there was a limit.
Sorry.
Thanks for your reaction.
by VonFlaffenhausen
Tue Jun 04, 2019 9:08 pm
Forum: Not a bug
Topic: [0.17.45] Power pole wont connect
Replies: 2
Views: 1254

[0.17.45] Power pole wont connect

Hi,
I noticed this weird bug in my current game.
Sometimes power poles won't connect.
I am using some mods but the poles that show this issue are normal unmodded ones.
The uploades savegame has me standing right next to a powerpole that does won't connect to the small powerpole.
If you remove the ...
by VonFlaffenhausen
Fri Jan 18, 2019 2:12 pm
Forum: Resolved Problems and Bugs
Topic: When editing Station names, pressing "END" disappears cursor
Replies: 3
Views: 2378

Re: When editing Station names, pressing "END" disappears cursor

That is awesome.
Thanks for your continuing hard work!
by VonFlaffenhausen
Mon Jun 18, 2018 5:58 pm
Forum: Gameplay Help
Topic: Is there a way to delete all lamps from my save file?
Replies: 7
Views: 3859

Re: Is there a way to delete all lamps from my save file?

Thanks for clarifying.
Too bad, I kind of liked the eye candy :)
by VonFlaffenhausen
Mon Jun 18, 2018 5:37 pm
Forum: Gameplay Help
Topic: Is there a way to delete all lamps from my save file?
Replies: 7
Views: 3859

Re: Is there a way to delete all lamps from my save file?

So, when i gave the command, my UPS went back to 60.
Perhaps it was the way i hooked up all the lamps to signals. I have rows of lamps connected to every rail signal. They then turn a different color when a train is on its way.
by VonFlaffenhausen
Mon Jun 18, 2018 11:55 am
Forum: Gameplay Help
Topic: Is there a way to delete all lamps from my save file?
Replies: 7
Views: 3859

Re: Is there a way to delete all lamps from my save file?

DaveMcW wrote:

Code: Select all

/c for _,entity in pairs(game.player.surface.find_entities_filtered{name="small-lamp"}) do entity.destroy() end
Thanks a bunch, will report back with the results tonight.
by VonFlaffenhausen
Mon Jun 18, 2018 11:47 am
Forum: Gameplay Help
Topic: Is there a way to delete all lamps from my save file?
Replies: 7
Views: 3859

Is there a way to delete all lamps from my save file?

Inspired by This https://www.reddit.com/r/factorio/comments/8mdl33/hexagonal_grid_megabase_proof_of_concept/ post, i ran lamps next to all my rail in my cityblock style attempt at megabase.
I am approaching 50K lamps now, but my 1Kspm base is running at 50UPS. Do lamps (in ridiculous amounts) impact ...
by VonFlaffenhausen
Thu Jun 14, 2018 8:32 pm
Forum: Resolved Problems and Bugs
Topic: When editing Station names, pressing "END" disappears cursor
Replies: 3
Views: 2378

Re: When editing Station names, pressing "END" disappears cursor

Adding to the above, when clicking on the name, the position of cursor does not correspond to the position of the click.
See the attached screenshot.
Again, definitely not game breaking but annoying non the less.

Image
by VonFlaffenhausen
Wed Jun 13, 2018 2:09 pm
Forum: Not a bug
Topic: [0.16.50] Power switch options are changeable from mapview
Replies: 6
Views: 2395

Re: [0.16.50] Power switch options are changeable from mapview

Thanks again for your reply.
Valid point. It is indeed useful. What makes the powerswitch different from a constant combinator though? Why the one and not the other?
Kind regards,

VonFlaffenhausen.

Go to advanced search