Search found 4 matches

by Trig90
Fri Mar 14, 2025 12:25 am
Forum: Ideas and Suggestions
Topic: Make it easier to differentiate recipe signals
Replies: 0
Views: 148

Make it easier to differentiate recipe signals

TL;DR
Add the full recipe info box to signals so they are easier to differentiate between recipes which have the same output

What?
Observe a normal item signal in modded factorio. You can see a lot more info about that item(stack size, fuel value, effects when used as a module, etc)
427520 ...
by Trig90
Sat Mar 16, 2024 1:24 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 170
Views: 47020

Re: Friday Facts #402 - Lightspeed circuits




"To avoid this dilemma, we added a long requested feature of wireless circuit transmission using Radars."

I tried to replicate the clock combinator setting and could not figure out - pls anyone share the setting for the constant and the decider combinator for this clock or S/R latch ...
by Trig90
Thu May 02, 2019 5:46 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.35][Angels] Game crash after trying to go to details of building with fluid outputs
Replies: 3
Views: 2757

[Dominik][0.17.35][Angels] Game crash after trying to go to details of building with fluid outputs

https://i.imgur.com/s5kRzUa.jpg
When you place the algae farm and go into details to change recipe, game will crash.


1. Create a blueprint with the fluid inputs for the algae farm switched around.
2. Try to place the second algae farm.
3. You get an error that you can't mix fluids.
4. Rotate ...
by Trig90
Thu May 02, 2019 11:37 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1609858

Re: Bugs & FAQ

Hi Angel,

I found a bug when placing a Algae Farm from a blueprint, but with fluid inputs switched around.

https://i.imgur.com/s5kRzUa.jpg
This is the simplest way I found to reproduce it.
1. Create a blueprint with the fluid inputs for the algae farm switched around.
2. Try to place the second ...

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