Search found 22 matches
- Thu Aug 07, 2025 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Logistic group name box should be a search box
- Replies: 5
- Views: 341
Re: Logistic group name box should be a search box
Huh, you're absolutely right there. I guess this does make what I'm asking for more of a minor QOL thing than a useful feature.
- Thu Aug 07, 2025 1:33 am
- Forum: Ideas and Suggestions
- Topic: Logistic group name box should be a search box
- Replies: 5
- Views: 341
Logistic group name box should be a search box
Essentially:
1. Typing in a name identical to an existing logistic group uses that group, instead of creating a new one with the same name
2. There is no existing way to search through logistic groups (and it's awful when you have many to find the right one)
3. The name box could act as a search ...
1. Typing in a name identical to an existing logistic group uses that group, instead of creating a new one with the same name
2. There is no existing way to search through logistic groups (and it's awful when you have many to find the right one)
3. The name box could act as a search ...
- Sat Jul 05, 2025 8:27 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.58] Module requests don't show up in roboport requests circuits
- Replies: 4
- Views: 341
Re: [2.0.58] Module requests don't show up in roboport requests circuits
You're right, I was confusing the way requests work for roboports and space platforms, which operate completely differently. Since space platforms are their own surface, they can track construction requests accurately.
I'm fine marking this as a feature request instead of a bug, since these aren't ...
I'm fine marking this as a feature request instead of a bug, since these aren't ...
- Sat Jul 05, 2025 3:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Item request slot appears in wrong spot on gun turrets
- Replies: 5
- Views: 7743
Re: [2.0.57] Item request slot appears in wrong spot on gun turrets
I think it would be fair to maybe display the item request directly over the alt-mode display of the inventory, since gun turrets do only have one slot for inventory. If there were an item request for a different item than it currently contains, that would already be shown as an item removal ...
- Sat Jul 05, 2025 3:18 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.58] Module requests don't show up in roboport requests circuits
- Replies: 4
- Views: 341
Re: [2.0.58] Module requests don't show up in roboport requests circuits
My main logic here is that construction requests are included in the logistic requests: if I build something in the logistic area, they do count under the same circuit. So, for example, if it wasn't just the modules being requested, but the entire building and the modules, the building would be ...
- Sat Jul 05, 2025 7:14 am
- Forum: Ideas and Suggestions
- Topic: [2.0.58] Module requests don't show up in roboport requests circuits
- Replies: 4
- Views: 341
[2.0.58] Module requests don't show up in roboport requests circuits
Essentially:
1. Connect a roboport to a wire and choose "show logistic requests"
2. Requests to insert modules do not get added to the circuit
In case it matters, in this particular case, I used an upgrade planner to request that efficiency modules be added to miners and pumpjacks. It may be ...
1. Connect a roboport to a wire and choose "show logistic requests"
2. Requests to insert modules do not get added to the circuit
In case it matters, in this particular case, I used an upgrade planner to request that efficiency modules be added to miners and pumpjacks. It may be ...
- Mon Jun 30, 2025 2:31 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Item request slot appears in wrong spot on gun turrets
- Replies: 5
- Views: 7743
Re: [2.0.57] Item request slot appears in wrong spot on gun turrets
I forgot to reply, but done.
- Sun Jun 22, 2025 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Item request slot appears in wrong spot on gun turrets
- Replies: 5
- Views: 7743
[2.0.57] Item request slot appears in wrong spot on gun turrets
See attached image:
06-22-2025, 17-10-43.png
Because the icon has an arrow pointing down, it looks like the request is for the turret below the one actually being requested.
factorio --version:
2.0.57 (build 83368, linux64, steam)
Version: 64
Map input version: 1.0.0-0
Map output version: 2.0.57 ...
06-22-2025, 17-10-43.png
Because the icon has an arrow pointing down, it looks like the request is for the turret below the one actually being requested.
factorio --version:
2.0.57 (build 83368, linux64, steam)
Version: 64
Map input version: 1.0.0-0
Map output version: 2.0.57 ...
- Fri Nov 22, 2024 12:15 am
- Forum: Duplicates
- Topic: Creating a surface without a player leads to weird map generation
- Replies: 1
- Views: 399
Re: Creating a surface without a player leads to weird map generation
I'm going to just assume that this is the same as 121029, especially since I didn't supply a save file showing this inconsistency and can't really check if it was fixed. If I find this is still present when I visit Aquilo, I'll file a new bug.
- Wed Nov 13, 2024 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.16] crash when loading editor extensions save (this->canTrashNotRequested() was not true)
- Replies: 3
- Views: 2316
Re: [2.0.16] crash when loading editor extensions save (this->canTrashNotRequested() was not true)
Can confirm this still happens on 2.0.17.
- Fri Nov 08, 2024 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.16] crash when loading editor extensions save (this->canTrashNotRequested() was not true)
- Replies: 3
- Views: 2316
[boskid][2.0.16] crash when loading editor extensions save (this->canTrashNotRequested() was not true)
Attached log and save file. This is just a testing world I've been using to make blueprints for Space Age, and it appears to have crashed when loading the save, and starting a new scenario seems fine.
- Thu Nov 07, 2024 1:05 am
- Forum: Minor issues
- Topic: "Pollution absorption" for Gleba tiles should be called "spore absorption"
- Replies: 0
- Views: 5060
"Pollution absorption" for Gleba tiles should be called "spore absorption"
It took me a while to wrap my head around how "pollution" on Gleba works, and this didn't help. While the "pollution" overlay is changed to "spores" on the map, the Factoriopedia still refers to "pollution absorption" for tiles when it's really spore absorption.
Here's just one example:
11-06 ...
Here's just one example:
11-06 ...
- Sun Nov 03, 2024 12:28 am
- Forum: Duplicates
- Topic: Creating a surface without a player leads to weird map generation
- Replies: 1
- Views: 399
Creating a surface without a player leads to weird map generation
When a space platform first arrives in orbit over a planet, the planet is added to the list on the surface view, but the map is entirely black, indicating that it's not been seen. Normally, you just send a player to the planet first in this case, and you can see the planet that way, and it's fine ...
- Fri Nov 01, 2024 10:51 pm
- Forum: Not a bug
- Topic: Logistic networks lose names when power goes out
- Replies: 1
- Views: 235
Logistic networks lose names when power goes out
I assume that this is because the roboports become disconnected, and thus are treated as a new network.
- Fri Oct 25, 2024 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Robot requests should be accessible via circuit conditions
- Replies: 0
- Views: 290
Robot requests should be accessible via circuit conditions
As of 2.0, all requests are available via circuit conditions… except for roboports. While you can get the logistic requests for the entire network from a single roboport, it would be useful to be able to read the robot requests directly from a single roboport, so you can e.g. insert them directly ...
- Sun Nov 15, 2020 3:51 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1285324
Re: [1.0] Sea Block Pack 0.4.10
I'm running into a different error in the sea block mod itself. I tried disabling all mods then enabling just sea block, and it appears that the mod itself is trying to index a nil field when it loads. 
The dependency loop issue doesn't seem to be there at least.

The dependency loop issue doesn't seem to be there at least.
- Sun Nov 10, 2019 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Logistics chest filter alt-mode visibility
- Replies: 5
- Views: 3033
Re: Logistics chest filter alt-mode visibility
Want to bump this and point out that I also would love this. Basically, my ideal scenario would be an option to make logistics chests always show their filter first on the list of contents, even if they don't contain any of the filtered item.
- Sun Nov 10, 2019 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Use 64-bit integers for signals
- Replies: 20
- Views: 10096
Re: Use 64-bit integers for signals
Factorio has dropped support for 32-bit systems with 0.14/0.15 :
https://factorio.com/blog/post/fff-158
OP is clearly talking about switching from uint32 to uint64 integer variables in terms of signal value storage, not about memory adressing and hardware architecture issues. I mean, you ...
- Sun Oct 20, 2019 3:32 am
- Forum: Ideas and Suggestions
- Topic: Use 64-bit integers for signals
- Replies: 20
- Views: 10096
Use 64-bit integers for signals
Right now, the circuit network uses 32-bit integers for signals. If you're counting items, this is more than plenty, but the limit of ~4 billion can be a bit limiting when measuring other values, e.g. energy.
Right now, I'd like to be able to set a circuit signal to measure energy in J, but because ...
Right now, I'd like to be able to set a circuit signal to measure energy in J, but because ...
- Sun Oct 06, 2019 9:12 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.69] Graphical glitch between poles and artillery cannons
- Replies: 1
- Views: 1507
[posila] [0.17.69] Graphical glitch between poles and artillery cannons
See attached image; top layer of cannon is drawn over pole.
Edit: image failed to upload, so, here.
Edit: image failed to upload, so, here.
