I created blueprint with parameters but wanted to have multiple parameters with same default value, when i did that all parameters with same default value got merged and value of last parameter was used ...
blueprint is before i set default values - i had to use random unique values in my template ...
Search found 98 matches
- Sat Mar 28, 2026 8:06 pm
- Forum: Duplicates
- Topic: Blueprint parameters merged into one
- Replies: 1
- Views: 270
- Fri Mar 20, 2026 8:56 pm
- Forum: Not a bug
- Topic: Unable to move / remove items
- Replies: 1
- Views: 264
Unable to move / remove items
Not sure what happened, but game suddenly stop responding - im unable to move or add/remove any entity on surface, i can open menu & save game;
issue persisted after game restart (didt try restart whole system) ....
issue persisted after game restart (didt try restart whole system) ....
- Thu Mar 12, 2026 9:42 pm
- Forum: Gameplay Help
- Topic: How to edit copy of train group without modifiing old group?
- Replies: 1
- Views: 328
How to edit copy of train group without modifiing old group?
I have train group A with interrupts ... ( from IVTN: https://forums.factorio.com/viewtopic.php?t=121001 )
I created train group B from train in group A, then i edited group B settings (replaced train station names) .... it modified group A station names ...
i want to have 1-2 trains for moving ...
I created train group B from train in group A, then i edited group B settings (replaced train station names) .... it modified group A station names ...
i want to have 1-2 trains for moving ...
- Sat Mar 07, 2026 1:54 pm
- Forum: Railway Setups
- Topic: Intangir's Vanilla Train Network v2.0.4
- Replies: 22
- Views: 15857
Re: Intangir's Vanilla Train Network v2.0.4
Anybody figure out how to parametrize # of wagons? i was looking at BP parameters, but idk how to update formula ...
i would like to have 1-2 trains on narrow tracks separate bases + 3-8 trains to move stuff between them ...
so after many trials i discovered that IVTN do not support multiple train ...
i would like to have 1-2 trains on narrow tracks separate bases + 3-8 trains to move stuff between them ...
so after many trials i discovered that IVTN do not support multiple train ...
- Tue Feb 25, 2025 4:55 pm
- Forum: Ideas and Suggestions
- Topic: Fulgora: Lightning rod + power grid visualization
- Replies: 2
- Views: 851
Fulgora: Lightning rod + power grid visualization
TL;DR
Show power grid coverage area when holding lighting rod in hand
What?
When holding lighting rod i cannot see if placed rod will be in power grid area or not:
02-25-2025, 17-51-22.png
can power grid area be shown at too (show both lighting protected area + poer coverage area):
02-25 ...
Show power grid coverage area when holding lighting rod in hand
What?
When holding lighting rod i cannot see if placed rod will be in power grid area or not:
02-25-2025, 17-51-22.png
can power grid area be shown at too (show both lighting protected area + poer coverage area):
02-25 ...
- Sat Dec 21, 2024 11:07 pm
- Forum: Ideas and Suggestions
- Topic: configurable planner on hotbar
- Replies: 1
- Views: 512
configurable planner on hotbar
TL;DR
Add configurable popup to deconstruction / update planner on hotbar
What?
Add popup to hortbar under planner to show all configured planners - something like on mockup image bellow:
12-22-2024, 00-03-13.png
how it could work:
- left click on main icon to select 'default' planner (same ...
Add configurable popup to deconstruction / update planner on hotbar
What?
Add popup to hortbar under planner to show all configured planners - something like on mockup image bellow:
12-22-2024, 00-03-13.png
how it could work:
- left click on main icon to select 'default' planner (same ...
- Thu Nov 28, 2024 11:24 pm
- Forum: Railway Setups
- Topic: Intangir's Vanilla Train Network v2.0.4
- Replies: 22
- Views: 15857
Re: Intangir's Vanilla Train Network v2.0.3a
and i tought that IVTN 1.0 was complicated ... my head hurts :D
About tweaking station / train wagons - why not have # of wagons as a BP parameter? (or as value in constant combinator)
PS: Fluid station name: please use space after 's' instead of dot at the end (it triggers my OCD for some reason ...
About tweaking station / train wagons - why not have # of wagons as a BP parameter? (or as value in constant combinator)
PS: Fluid station name: please use space after 's' instead of dot at the end (it triggers my OCD for some reason ...
- Sat Nov 16, 2024 4:03 pm
- Forum: Gameplay Help
- Topic: Editor & research 'trigger' technology
- Replies: 1
- Views: 2617
Editor & research 'trigger' technology
Created new game, jumped to /editor and now idk how to advance research .... except spawning bunch of iron ore and smelt it :/
Any plan to allow player in editor mode to 'research' trigger technologies via button click?
Any plan to allow player in editor mode to 'research' trigger technologies via button click?
- Fri Mar 08, 2024 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Oil field count
- Replies: 0
- Views: 588
Oil field count
On map view, when i hover over oil field - it will show 'Crude Oil Combined yield 1234%' popup ...
i would like to see there also number of pumpjacks i need to place there ... something like: 'Crude Oil Combined yield 1234% (15 spots)'
i would like to see there also number of pumpjacks i need to place there ... something like: 'Crude Oil Combined yield 1234% (15 spots)'
- Tue Nov 07, 2023 8:30 pm
- Forum: Duplicates
- Topic: CTD during map generation
- Replies: 1
- Views: 795
CTD during map generation
Game crashes to desktop when im messing with sldiers during map generation when preview is open ...
i think iti s mod related, but game dont show me any error ...
i think iti s mod related, but game dont show me any error ...
- Mon Apr 18, 2022 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 8331
Re: Do not change "ALT mode" when pressing ALT+TAB
ended up by also removing alt shortcut - specially when there is a button on toolbar to toggle ...
- Sat Apr 16, 2022 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 8331
Re: Do not change "ALT mode" when pressing ALT+TAB
are you sure you have Toggle "alt mode" set to left / right alt and not to something else?
- Sat Apr 16, 2022 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 8331
Do not change "ALT mode" when pressing ALT+TAB
TL;DR
Do not change "ALT mode" when pressing ALT+TAB (or any other ALT+... conbination).
What ?
Check when alt key is released if any other key was pressed and if so do not change "ALT mode".
Why ?
When i ALT+TAB outside game and then back in "ALT mode" gets flipped and i need to press alt ...
Do not change "ALT mode" when pressing ALT+TAB (or any other ALT+... conbination).
What ?
Check when alt key is released if any other key was pressed and if so do not change "ALT mode".
Why ?
When i ALT+TAB outside game and then back in "ALT mode" gets flipped and i need to press alt ...
- Sun Sep 20, 2020 1:34 am
- Forum: Ideas and Suggestions
- Topic: Underground pipe / belt simmillar to poles
- Replies: 1
- Views: 1702
Underground pipe / belt simmillar to poles
TL;DR
Make game place undergorund pipe | belt sooner if target location is blocked.
What ?
When dragging power poles game is placing them at max wire distance -or- little bit sooner when target tile(s) are occupied so wire is still attached.
Do simmilar thing for placing underground belts/pipes ...
Make game place undergorund pipe | belt sooner if target location is blocked.
What ?
When dragging power poles game is placing them at max wire distance -or- little bit sooner when target tile(s) are occupied so wire is still attached.
Do simmilar thing for placing underground belts/pipes ...
- Sat Aug 15, 2020 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Save game dialog should show current game info if no existing save is selected
- Replies: 4
- Views: 3910
Re: Save game dialog should show current game info if no existing save is selected
If player is trying to be lazy bastard with no spoon it is quite important to know current playtime - currently only way to know that is to save game and then open "load game" dialog to see.
The console command /time will print the current playtime. It will not disable achievements.
oh ...
- Sat Aug 15, 2020 10:45 am
- Forum: Ideas and Suggestions
- Topic: Save game dialog should show current game info if no existing save is selected
- Replies: 4
- Views: 3910
Save game dialog should show current game info if no existing save is selected
TL;DR
As title says - if another save is selected, game will load map version, scenario, difficulty, playtime and mods from save but these are empty if new save name is typed - show there current game stats instead (maybe with different color or something).
What ?
Save game dialog has fixed ...
As title says - if another save is selected, game will load map version, scenario, difficulty, playtime and mods from save but these are empty if new save name is typed - show there current game stats instead (maybe with different color or something).
What ?
Save game dialog has fixed ...
- Sat Aug 08, 2020 11:45 am
- Forum: Ideas and Suggestions
- Topic: Tweak miner hitbox, so player can move between two miners facing from each other.
- Replies: 8
- Views: 3188
Tweak miner hitbox, so player can move between two miners facing from each other.
TL;DR
Tweak miner hitbox, so player can move between two miners facing from each other.
What ?
New miner graphics show 'path' behind miners if facing from each other (left from engineer on image), but that 'path' is unwalkable.
Untitled.png
Why ?
Mailny because it is little confusing ...
Tweak miner hitbox, so player can move between two miners facing from each other.
What ?
New miner graphics show 'path' behind miners if facing from each other (left from engineer on image), but that 'path' is unwalkable.
Untitled.png
Why ?
Mailny because it is little confusing ...
- Fri Aug 07, 2020 11:11 am
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 133042
Re: Friday Facts #359 - Crash site: The beginning
However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct.
... cannot use now :o
Abount mining drill:
How the heck you make something better, that looked perfect???
Also i ...
- Fri Jul 31, 2020 7:47 am
- Forum: Ideas and Suggestions
- Topic: New blueprints - absolute reference point grid size
- Replies: 2
- Views: 5470
Re: New blueprints - absolute reference point grid size
TL;DR: After good night sleep i get to same conclusion ...
Original reasoning behind this was, that i created chunk aligned city block rails that span over 7x7 chunks and then when placed on map it wouldn't align with my first (non-bp) block - like this: (because of grid size 224x224 ...
Original reasoning behind this was, that i created chunk aligned city block rails that span over 7x7 chunks and then when placed on map it wouldn't align with my first (non-bp) block - like this: (because of grid size 224x224 ...
- Thu Jul 30, 2020 10:26 pm
- Forum: Ideas and Suggestions
- Topic: New blueprints - absolute reference point grid size
- Replies: 2
- Views: 5470
New blueprints - absolute reference point grid size
TL;DR
Add optional separate grid size when BP is positioned absolutely.
What ?
Imagine blueprint, that has 96x96 grid size and is absoultely positioned to fit 3x3 chunks
as a result top left corner of this BP can be placed only in top left corner of chunks [0,0], [0,3], [0,6], ..., [3,0], [3,3 ...
Add optional separate grid size when BP is positioned absolutely.
What ?
Imagine blueprint, that has 96x96 grid size and is absoultely positioned to fit 3x3 chunks
as a result top left corner of this BP can be placed only in top left corner of chunks [0,0], [0,3], [0,6], ..., [3,0], [3,3 ...