Not sure whether to report this as a bug or under suggestions. Either way, the recycler behavior is currently inconsistent with other machines when it comes to circuitry, it does not allow reading out the contents of the recycler.
Search found 49 matches
- Sat Nov 02, 2024 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Recycler inventory cannot be read out by signals
- Replies: 5
- Views: 402
- Sat Nov 02, 2024 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
- Replies: 15
- Views: 2240
Re: [2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
I want to confirm that I also do this all the time and consider it a bug.
- Tue Dec 26, 2023 1:31 pm
- Forum: Ideas and Suggestions
- Topic: PVP scenario: control the spawning of large and huge rocks in the starting area
- Replies: 0
- Views: 399
PVP scenario: control the spawning of large and huge rocks in the starting area
TL;DR
Guarantee spawning of huge rocks in starting area to balance PVP scenario
What ?
It would be nice if this spawning was controlled to ensure a fixed amount of large and huge rocks in the proximity of the starting area.
Why ?
Across various starting scenarios, factorio already controls ...
Guarantee spawning of huge rocks in starting area to balance PVP scenario
What ?
It would be nice if this spawning was controlled to ensure a fixed amount of large and huge rocks in the proximity of the starting area.
Why ?
Across various starting scenarios, factorio already controls ...
- Tue Dec 26, 2023 1:21 pm
- Forum: Not a bug
- Topic: PVP scenario generated perimiter walls spawn over water
- Replies: 1
- Views: 710
PVP scenario generated perimiter walls spawn over water
With the PVP scenario default parameters, a perimiter wall is generated for you. However the landfill in this wall is one block too small: it spawns walls floating over water blocks. This causes several issues:
1. once picked up, the walls cannot be placed back
2. The walls connect to the adjescent ...
1. once picked up, the walls cannot be placed back
2. The walls connect to the adjescent ...
- Wed Apr 29, 2020 3:08 pm
- Forum: Implemented mod requests
- Topic: Allow specifying the location of the script-output directory separately
- Replies: 6
- Views: 3598
Re: Allow specifying the location of the script-output directory separately
This feature would be very much appreciated, due to changes in the way factorio handles symlinks on linux, they are now completely broken. Factorio on windows is still happy with having the base script-output be a symlink, but linux will not tolerate even that.
This has caused multiple issue ...
This has caused multiple issue ...
- Thu Feb 13, 2020 1:20 pm
- Forum: Implemented mod requests
- Topic: Allow specifying the location of the script-output directory separately
- Replies: 6
- Views: 3598
Allow specifying the location of the script-output directory separately
The proper location for this is kind of split between modding interface requests and ideas and suggestions, but my specific use case is for a mod so I'll post it here.
It would be nice if it was possible to specify a separate location for script-output. AFAIK, currently this is not possible: while ...
It would be nice if it was possible to specify a separate location for script-output. AFAIK, currently this is not possible: while ...
- Wed Dec 18, 2019 4:08 pm
- Forum: Modding interface requests
- Topic: Ability to load a game trough command line stdin
- Replies: 0
- Views: 839
Ability to load a game trough command line stdin
Currently, the only documented way to be able to load games programmatically is by starting factorio.exe with the --load-game parameter. It would be nice if this same functionality would be possible on an already running game by sending it a command trough stdin.
Factoriomaps heavily depends on the ...
Factoriomaps heavily depends on the ...
- Tue Oct 08, 2019 2:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.69] --disable-migration-window does not disable the migration window
- Replies: 1
- Views: 2205
[Rseding91] [0.17.69] --disable-migration-window does not disable the migration window
pretty self explanatory.
Tested with command: factorio.exe --disable-migration-window --load-game luke.zip
Here is the result:![Image](https://forums.factorio.com/images/ext/277c8ff239985b6a0566b995eefc0cdb.png)
I've attached the luke.zip savefile in case it is needed.
Tested with command: factorio.exe --disable-migration-window --load-game luke.zip
Here is the result:
![Image](https://forums.factorio.com/images/ext/277c8ff239985b6a0566b995eefc0cdb.png)
I've attached the luke.zip savefile in case it is needed.
- Wed Apr 03, 2019 9:22 pm
- Forum: Modding interface requests
- Topic: daytime parameter for take_screenshot
- Replies: 0
- Views: 774
daytime parameter for take_screenshot
I (cough) propose to add a daytime parameter to take_screenshot. If not passed, the current daytime of the surface is used.
example:
example:
Code: Select all
game.take_screenshot{daytime=0.5}
- Wed Mar 27, 2019 8:01 pm
- Forum: Modding interface requests
- Topic: on_updated: on_tick that works when paused
- Replies: 6
- Views: 2136
Re: on_updated: on_tick that works when paused
You can simply run a loop that counts to a billion to distract the CPU until the screenshot finishes. What OP wants, and the devs won't give, is a way to wait for exactly the right amount of time.
No, that wouldnt do anything for me I think, since all the lua stuff is ran synchronously.
Such ...
- Wed Mar 27, 2019 2:30 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 5584
Re: [0.17.18] Symlinks in script-output no longer work.
Thanks for the report however I don't consider this a bug. I don't want scripts writing anything outside of the script output folder even if you symlink it to some other location.
Can I ask why not? In the case that the symlink was created by a user, permission is already explicitely given. In ...
- Tue Mar 26, 2019 8:44 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 5584
Re: [0.17.18] Symlinks in script-output no longer work.
They're being paranoid about where they'll allow file overwrites by arbitrary code their engine loads? ... yup, that's some paranoia-level constraint checking.
Good. These are mod-supplied file overwrites to mod-supplied paths, they _should_ be confined.
The symlink would have to be made ...
- Tue Mar 26, 2019 1:27 pm
- Forum: Modding interface requests
- Topic: on_updated: on_tick that works when paused
- Replies: 6
- Views: 2136
on_updated: on_tick that works when paused
When using game.tick_paused, I don't understand how to unpause the game after that.
The only delayed entry points that might work that I can find are GUI or key events. Is this true, or am I missing something important?
If not, I propose to add some kind of on_updated event, which works similar to ...
The only delayed entry points that might work that I can find are GUI or key events. Is this true, or am I missing something important?
If not, I propose to add some kind of on_updated event, which works similar to ...
- Tue Mar 26, 2019 12:30 pm
- Forum: Won't fix.
- Topic: [0.17.18] Symlinks in script-output no longer work.
- Replies: 9
- Views: 5584
[0.17.18] Symlinks in script-output no longer work.
In past versions of the game, you were always able to create a symlink from script-output to another folder to explicitely allow mods to output to different locations. This is no longer possible, the game now first resolves the symlink and then realises its no longer inside script-output.
This is ...
This is ...
- Tue Feb 26, 2019 8:21 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.1] Non qwerty keyboard layouts are now shited
- Replies: 3
- Views: 1616
Re: [0.17.0] Non qwerty keyboard layouts are now shited
I think you misread the FFF-259 . They switched to scancodes from keycodes. Using the keys that would be WASD on a QWERTY layout should now be easier on an AZERTY layout. I imagine you had the keymapping changed before so that you were using the WASD equivalent (ZQSD?)? It's plausible the game ...
- Tue Feb 26, 2019 8:10 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.1] Non qwerty keyboard layouts are now shited
- Replies: 3
- Views: 1616
[0.17.1] Non qwerty keyboard layouts are now shited
When you guys wrote a piece over keyboard input changes I feared the worst.. Now my fears have been confirmed, the change from using scancodes like normal programs to using keycodes has fucked over the default keyboard settings for just about everyone that doesn't use qwerty: wasd is now completely ...
- Mon Feb 25, 2019 10:12 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 5803
Re: read status of screenshot queue
The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. In multiplayer the game will sacrifice rendering for trying to keep up with the server. It should be safe to assume that rendering will happen within 10 ticks.
Wait ...
- Mon Feb 25, 2019 7:50 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 5803
Re: read status of screenshot queue
The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. In multiplayer the game will sacrifice rendering for trying to keep up with the server. It should be safe to assume that rendering will happen within 10 ticks.
Wait, do ...
- Mon Feb 25, 2019 4:27 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 5803
Re: read status of screenshot queue
I just care if they are consistent with eachother.posila wrote: Mon Feb 25, 2019 3:41 pm What do you mean tick perfect? All screenshots queued in the same tick will be captured at the same tick. But they are not guaranteed to be captured at the same tick you requested them.
- Mon Feb 25, 2019 2:35 pm
- Forum: Implemented mod requests
- Topic: read status of screenshot queue
- Replies: 16
- Views: 5803
Re: read status of screenshot queue
The game may run multiple updates without rendering; in single player this happens only when rendering itself takes long time. (...) It should be safe to assume that rendering will happen within 10 ticks.
Edit: The mod stalls the game for a very long time and is only suited for single player ...