Search found 15 matches
- Fri Nov 15, 2024 6:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Remote view and blueprint/deconstruct/upgrade planners
- Replies: 4
- Views: 1770
Re: [Lou]Remote view and blueprint/deconstruct/upgrade planners
Thanks Lou, I'll check for the 2nd behavior again once the update comes out, but you're right that the fix may have improved other similar behaviors.
- Thu Nov 14, 2024 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Asteroid Targetting
- Replies: 7
- Views: 1818
Re: Asteroid Targetting
I can see the theoretical concern, but if this is truly a difference maker, isn't the solution just to add more firepower so that none of the asteroid types get close enough? You'd still achieve your objective of being selective to asteroid size in terms of what you throw ammo at, but you'd consume ...
- Thu Nov 14, 2024 2:44 am
- Forum: Ideas and Suggestions
- Topic: Asteroid Targetting
- Replies: 7
- Views: 1818
Re: Asteroid Targetting
I don't understand this request... if you want something to target only medium asteroids, for example, you just set the target filters to all 4 types of medium asteroids and then check "ignore non-filtered targets" or whatever that checkbox is called. does that not meet your needs? if not, how so?
- Wed Nov 13, 2024 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Entity contents to circuit network optionally as negative values
- Replies: 0
- Views: 210
Entity contents to circuit network optionally as negative values
TL;DR
Provide option for entities that can send their contents to the circuit network to do so with reversed polarity, to avoid the need for an arithmetic combinator for this purpose in very common automation situations, particularly where space is constrained such as on space platforms.
What ...
Provide option for entities that can send their contents to the circuit network to do so with reversed polarity, to avoid the need for an arithmetic combinator for this purpose in very common automation situations, particularly where space is constrained such as on space platforms.
What ...
- Tue Nov 12, 2024 1:07 pm
- Forum: Duplicates
- Topic: [2.0.16] Flipped biochamber incorrectly renders fluid input pipe
- Replies: 2
- Views: 466
Re: [2.0.16] Flipped biochamber incorrectly renders fluid input pipe
Ah thanks, I did try forum search, honest 

- Tue Nov 12, 2024 12:26 pm
- Forum: Duplicates
- Topic: [2.0.16] Flipped biochamber incorrectly renders fluid input pipe
- Replies: 2
- Views: 466
[2.0.16] Flipped biochamber incorrectly renders fluid input pipe
As shown in the picture, when the biochamber in the orientation with the fluid inputs towards the top of the screen is flipped (mirrored), one of the input pipes is 1.) not mirrored appropriately, 2.) extends well beyond the typical extents of the bulding, and 3.) is rendered on top of the rest of ...
- Fri Nov 01, 2024 5:09 pm
- Forum: Not a bug
- Topic: [2.0.10] "Import from" planet logistics filter cannot be empty
- Replies: 3
- Views: 819
Re: [2.0.10] "Import from" planet logistics filter cannot be empty
I also ran into this issue, where clearing the import planet filter does not stick. My example was piercing ammo, I'm able to make it from excess on Fulgora so I want to also provide that to orbiting space platforms, but if I clear the filter, it automatically goes back to Nauvis.
This can be ...
This can be ...
- Fri Oct 25, 2024 1:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Remote view and blueprint/deconstruct/upgrade planners
- Replies: 4
- Views: 1770
Re: [Lou]Remote view and blueprint/deconstruct/upgrade planners
Potentially related to this:
In remote view, with a blueprint book in the quick bar, and a blueprint in the quickbar that you'd like to add to the blueprint book, right-clicking the blueprint book opens it to view/edit its contents, as expected. However, when you select the blueprint on the ...
In remote view, with a blueprint book in the quick bar, and a blueprint in the quickbar that you'd like to add to the blueprint book, right-clicking the blueprint book opens it to view/edit its contents, as expected. However, when you select the blueprint on the ...
- Wed Oct 23, 2024 1:59 pm
- Forum: Duplicates
- Topic: [2.0.9] Remote view ghost logistic connection dialog resets if ghost is replaced during dialog interaction
- Replies: 1
- Views: 271
[2.0.9] Remote view ghost logistic connection dialog resets if ghost is replaced during dialog interaction
As the title states, for any entity (esp. inserters) that can have a logistic connection, in the remote view:
- Place ghost of inserter
- Begin configuring logistic connection conditions in the dialog
- Construction robot places inserter while you're interacting with logistic connection dialog ...
- Place ghost of inserter
- Begin configuring logistic connection conditions in the dialog
- Construction robot places inserter while you're interacting with logistic connection dialog ...
- Tue Oct 22, 2024 8:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Remote view and blueprint/deconstruct/upgrade planners
- Replies: 4
- Views: 1770
[Lou]Remote view and blueprint/deconstruct/upgrade planners
there are a couple things with the remote view though that are a bit strange in the ghost cursor... for the blueprint, and the deconstruction and upgrade planners, if you select the blueprint from the ghost cursor view, my expectation would be that this allows you to directly create a blueprint, use ...
- Tue Aug 06, 2024 1:17 pm
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 40
- Views: 20731
Suggestion: Version selector for the wiki
As more and more information about 2.0 and Space Age gets released, it seems like it would be useful to segment the documentation on the wiki according to the game version being referenced, much like documentation for python packages for example that usually let you select the documentation version ...
- Tue Mar 19, 2019 11:55 pm
- Forum: Modding discussion
- Topic: Entity electric power consumption
- Replies: 2
- Views: 1123
Re: Entity electric power consumption
Do you think my modding interface request was too narrow then? The explanation seemed to indicate that what I asked for wasn't possible, so maybe I didn't ask for exactly the right thing? I'm pretty new to this.
- Sat Mar 16, 2019 6:06 pm
- Forum: Modding discussion
- Topic: Entity electric power consumption
- Replies: 2
- Views: 1123
Entity electric power consumption
So after receiving a response to a modding interface request: https://forums.factorio.com/viewtopic.php?f=221&t=67648
I'm still trying to figure out the best way to calculate an entity's (near-real-time, e.g. previous tick) power consumption. How does the game provide power consumption statistics ...
I'm still trying to figure out the best way to calculate an entity's (near-real-time, e.g. previous tick) power consumption. How does the game provide power consumption statistics ...
- Fri Mar 15, 2019 12:37 pm
- Forum: Won't implement
- Topic: LuaEntity.electric_supply_poles() for entities powered by electricity
- Replies: 2
- Views: 1183
Re: LuaEntity.electric_supply_poles() for entities powered by electricity
That's exactly what the game engine does to show which electric poles are connected to an entity. It entity-searches around the entity using MAX(all-electric-pole-connection-distance) for the radius and checks which ones it finds to be connected to that entity.
That's fair, I'll do that then ...
- Thu Mar 14, 2019 1:11 am
- Forum: Won't implement
- Topic: LuaEntity.electric_supply_poles() for entities powered by electricity
- Replies: 2
- Views: 1183
LuaEntity.electric_supply_poles() for entities powered by electricity
Hi,
I'm working on a mod that depends on the association between electric-poles and the entities that they are powering. Without a programmatic way to leverage the association between entities and the electric-poles that supply them, I would have to calculate the taxicab distance between the entity ...
I'm working on a mod that depends on the association between electric-poles and the entities that they are powering. Without a programmatic way to leverage the association between entities and the electric-poles that supply them, I would have to calculate the taxicab distance between the entity ...