Search found 22 matches

by lightdark
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.
by lightdark
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 ...
by lightdark
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 ...
by lightdark
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 ...
by lightdark
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 ...
by lightdark
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 ...
by lightdark
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 ...
by lightdark
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.
by lightdark
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.
by lightdark
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 ...
by lightdark
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 ...
by lightdark
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.
by lightdark
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 ...
by lightdark
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.
by lightdark
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.
by lightdark
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 ...
by lightdark
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 ...
by lightdark
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. Image

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