Search found 70 matches

by reduke
Sat Feb 07, 2026 3:35 pm
Forum: Not a bug
Topic: Inconsistent behaviour of landfill removal with ghosts
Replies: 2
Views: 104

Re: Inconsistent behaviour of landfill removal with ghosts

I understand that logic but it still seems inconsistent:

-If I deconstruct landfill, why does it only remove ghosts and not built items?

-Per my last point from my first post - why do the ghosts get removed and not the landfill?
by reduke
Sat Feb 07, 2026 8:30 am
Forum: Not a bug
Topic: Inconsistent behaviour of landfill removal with ghosts
Replies: 2
Views: 104

Inconsistent behaviour of landfill removal with ghosts

If I ghost add an item onto water, then bulk remove landfill in the area before anything is built, the ghost and landfill are removed.

If I ghost add an item onto already filled landfill, and then bulk remove landfill in the area before the ghost is built, the ghost and landfill are not removed ...
by reduke
Sat Feb 07, 2026 8:14 am
Forum: Bug Reports
Topic: Adding Blacklist item in deconstruction planner sets tiles to never
Replies: 0
Views: 298

Adding Blacklist item in deconstruction planner sets tiles to never

I can understand why adding a Whitelist item would set the tile filter to never, but Blacklist is a specific set to exclude - If I don't exclude tiles, then logically I don't expect it to exclude them for me - but every time an item is added, I have to reset the tile filter back to Normal.

Even if ...
by reduke
Fri Feb 06, 2026 10:27 pm
Forum: Bug Reports
Topic: [2.0.73] X marks from right clicking ingredients after recipe change disappear when re-loading machine view
Replies: 0
Views: 256

[2.0.73] X marks from right clicking ingredients after recipe change disappear when re-loading machine view

When using filtered inserters and hence having to mark old ingredients for bot removal upon recipe change in assembling machines, the ingredients are marked with a red X correctly.

When closing the viewport of that machine and then going back into it, the red X is no longer visible. If you right ...
by reduke
Thu Feb 05, 2026 6:32 pm
Forum: General discussion
Topic: Blueprint book (Rare) ... :/
Replies: 3
Views: 208

Blueprint book (Rare) ... :/

I *maybe* see the point in recycling blueprint books in a very very very niche case - people too lazy to click the delete button and want to automate it...

But why oh why can it be given a quality upgrade? :lol: :lol:
rarebluebook.png
rarebluebook.png (152.16 KiB) Viewed 208 times
by reduke
Tue Feb 03, 2026 3:48 pm
Forum: Fixed for 2.1
Topic: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
Replies: 6
Views: 417

Re: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.

Rseding91 wrote: Tue Feb 03, 2026 3:34 pm
reduke wrote: Tue Feb 03, 2026 11:00 am Would it be feasible for a key-up event to temporarily store the location it was recorded at for use further down the line?
That's what I was testing yesterday and it seems to work. If no issues are found the fix will be in 2.1.

That's great to hear, thanks!
by reduke
Tue Feb 03, 2026 11:00 am
Forum: Fixed for 2.1
Topic: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
Replies: 6
Views: 417

Re: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.

Would it be feasible for a key-up event to temporarily store the location it was recorded at for use further down the line?
by reduke
Mon Feb 02, 2026 4:26 pm
Forum: Fixed for 2.1
Topic: [Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.
Replies: 6
Views: 417

[Rseding91] [2.0.73] Selection area problem under medium/low UPS conditions with mouse movement.

Running around 30 UPS I am noticing a really annoying bug with copying.

When selecting an area to copy (say from x=0,y=0 to x=100,y=100), upon releasing the mouse cursor at x=100,y=100, the copying process itself will induce some lag, especially if more than a few items are selected.

If the mouse ...
by reduke
Mon Feb 02, 2026 3:59 pm
Forum: Ideas and Suggestions
Topic: Logistics groups need a lock or a delete warning.
Replies: 4
Views: 738

Re: Logistics groups need a lock or a delete warning.

Indeed, it is the accidental removal from the selection list dialogue that is the massive problem. Having to individually re-assign thousands of chests to a newly re-created group is a laborious and on-going task.

I found out today that I had deleted my station fuelling group, and I had no idea it ...
by reduke
Mon Feb 02, 2026 10:39 am
Forum: Ideas and Suggestions
Topic: Logistics groups need a lock or a delete warning.
Replies: 4
Views: 738

Re: Logistics groups need a lock or a delete warning.

This!

Oh gosh-darnit - a thousand times, *this*!!
by reduke
Sat Jan 31, 2026 5:15 pm
Forum: Ideas and Suggestions
Topic: Set Quality filter from circuit signal - including from Constant combinator output
Replies: 0
Views: 162

Set Quality filter from circuit signal - including from Constant combinator output

As per title, when setting Quality filters on Selector combinators, it would be very helpful to be able to set the quality criteria based on circuit inputs, especially from a Constant combinator - which at present isn't even able to output just a quality on its own.

Use case: Setting multiple ...
by reduke
Sat Jan 31, 2026 1:30 pm
Forum: Show your Creations
Topic: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
Replies: 4
Views: 519

Re: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.

Ok, it ain't pretty, but it works and very nearly does what I wanted it to ... although it breaks automatic cleanup on recipe change...

The 2 (not 1! :'( ) selectors on the bottom of the far left both need to be set to the same quality - whatever maximum quality you want to discard. (In theory you ...
by reduke
Sat Jan 31, 2026 10:48 am
Forum: Show your Creations
Topic: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
Replies: 4
Views: 519

Re: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.

New version - more compact, 7 ingredients, almost* non-blocking on recipe change (although watch our for recycling epic ingredients...!)

Ingredient multiplier can be selected from bottom right arithmetic combinator to adjust for source item range.

Still to do: one click quality selection to ...
by reduke
Thu Jan 29, 2026 10:33 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Change Lights on Moduled Beacons to be respective of their quality color for easier identification
Replies: 1
Views: 442

Re: Suggestion: Change Lights on Moduled Beacons to be respective of their quality color for easier identification

I fully support something along these lines - any sort of visual indication would be very welcome!

Thanks for the suggestion.
by reduke
Thu Jan 29, 2026 10:21 pm
Forum: Show your Creations
Topic: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
Replies: 4
Views: 519

Re: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.

Update blueprint without my silly wiring error! (can you spot the problem?)

0eNrdXetu47gOfhf/dhaWrOtgz3mRRRGkiTo1NomzttMzxaLvfiTZSdyO1EhkOjMdoEAtX/hRpESRoqT8W9xvj+bQNfuh+PJv0azbfV98+evfom++7ldbd2+/2pniS2G+HTrT94uhW+37Q9sNi3uzHYqXsmj2G/Ot+EJeysBnq743u/tts ...
by reduke
Thu Jan 29, 2026 7:53 pm
Forum: Show your Creations
Topic: Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.
Replies: 4
Views: 519

Single click recipe change blueprint for upcycler - any recipe up to 6 ingredients.

Don't ask me why I did 6 instead of 5 or 7, but anyway...

Factorio 2 non space age - with Quality mod.

Just set the recipe with the constant combinator.

Only thing to change is make a second copy for intermediate products with best ratio of productivity/quality modules.

Lane at the top is for ...
by reduke
Tue Jan 27, 2026 12:49 pm
Forum: Ideas and Suggestions
Topic: Spiltter soft vs hard filters, and no item wildcard
Replies: 4
Views: 335

Re: Spiltter soft vs hard filters, and no item wildcard

Use case for soft filters:

Multiple parallel sushi belts, with one exit for red circuits.

At present, you need separate filtered splitters for each sushi lane, merging the red filtered outputs after the exit.

With soft filters, each lane can send red circuits towards the exit without blocking ...
by reduke
Mon Jan 26, 2026 9:04 am
Forum: Outdated/Not implemented
Topic: Trains should never stop on a sixpence, and other related suggestions
Replies: 1
Views: 200

Trains should never stop on a sixpence, and other related suggestions

Apologies for the stream of consciousness here, just got all these related thoughts floating round in my head...

As per the subject, trains stopping on a sixpence is immersion breaking and shouldn't normally happen. The only circumstances where it does should cause damage - end of track should be ...
by reduke
Sun Jan 25, 2026 11:07 pm
Forum: Ideas and Suggestions
Topic: Switching from "All (merged)" to "All (separate)" should highlight all different qualities rather than just base
Replies: 0
Views: 126

Switching from "All (merged)" to "All (separate)" should highlight all different qualities rather than just base

When choosing a building in Electric network info or Production Stats when "All (merged)" is selected and then switching to "All (separate)", only the normal quality building shows selected.

It would make much more sense to me to have all of the different qualities of the buildings previously ...
by reduke
Sun Jan 25, 2026 4:01 pm
Forum: Technical Help
Topic: [Latest stable] "The scenario level caused a non-recoverable error" Factoriopedia - "Quality factoriopedia"
Replies: 3
Views: 249

Re: [Latest stable] "The scenario level caused a non-recoverable error" Factoriopedia - "Quality factoriopedia"

Thanks for the explanation.

I would consider it as a bug as changing key bindings shouldn't result in an error in my opinion.

I would suggest the fix for this to be that the tip should present your current bindings, while the in-window behaviour should show what the makers intended, irrespective ...

Go to advanced search