Search found 33 matches
- Wed Apr 30, 2025 4:29 pm
- Forum: Not a bug
- Topic: [2.0.47] Inconsistent Behavior with "No Fuel" indicator
- Replies: 1
- Views: 197
Re: Inconsistent Behavior with "No Fuel" indicator
It seems that indicators are on a global timer of sorts, and in one save the "No Fuel" state of the heating towers occurs in between the global indicator alert cycle. I think this is what is happening. The alert cycles every 1 second, and the heating tower in the example also has a 60 tick cycle by ...
- Wed Apr 30, 2025 4:21 pm
- Forum: Not a bug
- Topic: [2.0.47] Inconsistent Behavior with "No Fuel" indicator
- Replies: 1
- Views: 197
[2.0.47] Inconsistent Behavior with "No Fuel" indicator
I noticed that the "No Fuel" indicator blinked with heating towers even while they were at 1000 C (which may be intended behavior).
20250430114420_1.jpg
However, then I did something (I don't know what) and it seems to have gone away, with the "No Fuel" indicator on the heating tower no longer ...
20250430114420_1.jpg
However, then I did something (I don't know what) and it seems to have gone away, with the "No Fuel" indicator on the heating tower no longer ...
- Mon Nov 04, 2024 2:38 am
- Forum: Not a bug
- Topic: [2.0.14] Factoriopedia lists misleading value for EM plant's base productivity
- Replies: 1
- Views: 266
[2.0.14] Factoriopedia lists misleading value for EM plant's base productivity
Not a major bug, but I think this can be initially misleading. It should say "+50%", not just "50%".
- Sun Nov 03, 2024 11:47 pm
- Forum: Duplicates
- Topic: [2.0.14] Thrusters transmit fluids even when misaligned
- Replies: 1
- Views: 323
[2.0.14] Thrusters transmit fluids even when misaligned
Here is an image of the problem that I think is a bug. In the screenshot, I am using the Editor Extensions mod for convenience (but it can be reproduced quite easily in vanilla Space Age).
11-03-2024, 18-44-33.png
Steps to reproduce:
1. Place 5 thrusters horizontally (or any odd number).
2 ...
11-03-2024, 18-44-33.png
Steps to reproduce:
1. Place 5 thrusters horizontally (or any odd number).
2 ...
- Wed Oct 23, 2024 1:51 am
- Forum: Duplicates
- Topic: [2.0.9] Pumpjack tooltip doesn't show mining rate
- Replies: 1
- Views: 226
[2.0.9] Pumpjack tooltip doesn't show mining rate
The part of the pumpjack tooltip that should show the mining rate doesn't show anything:
- Mon Jun 07, 2021 4:32 am
- Forum: Modding help
- Topic: Clearing signals in a wire / circuit network
- Replies: 3
- Views: 3792
Re: Clearing signals in a wire / circuit network
Can you point me to the relevant Lua command for this?
- Mon Jun 07, 2021 12:23 am
- Forum: Modding help
- Topic: Clearing signals in a wire / circuit network
- Replies: 3
- Views: 3792
Clearing signals in a wire / circuit network
Hi,
I am looking for a command to clear the signals in a circuit network. Let's say, there's a green wire carrying some frame of signals. Is there a Lua command to "set signal" or "clear/reset signals" in a particular wire?
Looking at the Factorio Lua API, most attributes are read-only and I can't ...
I am looking for a command to clear the signals in a circuit network. Let's say, there's a green wire carrying some frame of signals. Is there a Lua command to "set signal" or "clear/reset signals" in a particular wire?
Looking at the Factorio Lua API, most attributes are read-only and I can't ...
- Thu Jan 21, 2021 12:37 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described
- Replies: 12
- Views: 6530
Re: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described
Also, hopefully you fix the grammatical error! It should be "feature" not "features".
- Sun Jan 17, 2021 7:02 am
- Forum: Modding interface requests
- Topic: LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linear.
- Replies: 3
- Views: 2843
Re: LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linea
Hi, can you elaborate on how one can hide all GUI while using the god controller?posila wrote: Thu Oct 10, 2019 9:41 am You can just hige all gui and teleport god controller (or some other controller) around.
- Thu Jan 07, 2021 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.7] Lamps incorrectly claim "No Power"
- Replies: 1
- Views: 2165
[boskid][1.1.7] Lamps incorrectly claim "No Power"
Lamps incorrectly claim "No Power" when using the "Electric energy interface":
cmsnV6j.png
However, this warning mysteriously goes away if I place any other power consumer (like an inserter) or power producer (like a solar panel) in the network:
DwVDUvP.png
This warning goes away during ...
cmsnV6j.png
However, this warning mysteriously goes away if I place any other power consumer (like an inserter) or power producer (like a solar panel) in the network:
DwVDUvP.png
This warning goes away during ...
- Fri Jul 24, 2020 7:44 am
- Forum: Ideas and Suggestions
- Topic: Add "NOT" operator in Train Schedules
- Replies: 4
- Views: 1803
Re: Add "NOT" operator in Train Schedules
"NOT full cargo inventory" can be used to prevent a train from leaving an unloading station if nothing was unloaded. This is useful in setups where you aren't trying to completely unload a train but have a clocked rail system where it stays at the unloader for X seconds and then moves on even if it ...
- Fri Jul 24, 2020 12:14 am
- Forum: Ideas and Suggestions
- Topic: Add "NOT" operator in Train Schedules
- Replies: 4
- Views: 1803
Add "NOT" operator in Train Schedules
TL;DR
Add "NOT" operator to train schedules
What ?
Currently we have the AND and OR operators in train schedules. With a NOT operator on wait conditions for trains, we can have functional completeness .
This is present in an indirect manner for some wait conditions: There is an explicit ...
Add "NOT" operator to train schedules
What ?
Currently we have the AND and OR operators in train schedules. With a NOT operator on wait conditions for trains, we can have functional completeness .
This is present in an indirect manner for some wait conditions: There is an explicit ...
- Wed Jul 22, 2020 12:04 am
- Forum: Ideas and Suggestions
- Topic: Lamps that are on should be rendered on top of shadows
- Replies: 0
- Views: 740
Lamps that are on should be rendered on top of shadows
TL;DR
Shadows shouldn't fall on top of lit up lamps.
What ?
Shadows currently fall on top of lit up lamps. This is physically weird and looks ugly:
Annotation 2020-07-21 194646.png
The lighting effects should be rendered on top of the shadows. Not under them. It's obvious why this is just ...
Shadows shouldn't fall on top of lit up lamps.
What ?
Shadows currently fall on top of lit up lamps. This is physically weird and looks ugly:
Annotation 2020-07-21 194646.png
The lighting effects should be rendered on top of the shadows. Not under them. It's obvious why this is just ...
- Sat Jul 18, 2020 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Quality of life UI improvements to train schedules
- Replies: 3
- Views: 1476
Re: Quality of life UI improvements to train schedules
If it is, that's nice to know. I tried it last night and it didn't work for me. But let me try again and slash that suggestion from the list
- Sat Jul 18, 2020 12:54 am
- Forum: Ideas and Suggestions
- Topic: Quality of life UI improvements to train schedules
- Replies: 3
- Views: 1476
Quality of life UI improvements to train schedules
This is what the current train schedule looks like:
Annotation 2020-07-17 204311.png
There are some things that feels like it should be intuitively possible to do but aren't. It would be nice to have the following quality-of-life updates:
Change a stop in-place: It should be possible to ...
Annotation 2020-07-17 204311.png
There are some things that feels like it should be intuitively possible to do but aren't. It would be nice to have the following quality-of-life updates:
Change a stop in-place: It should be possible to ...
- Wed Jul 15, 2020 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint notes
- Replies: 8
- Views: 3887
Re: Blueprint notes
Of course, it would be nice to have all of the things you mentioned. But if that leads to scope creep (by essentially trying to reinvent a version control system for blueprints and a closed-box simulator) which leads to these features being indefinitely postponed, it's useful to consider that most ...
- Sat Jul 11, 2020 2:10 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][0.18.35] Long blueprint names cause delete button to get cut off
- Replies: 1
- Views: 1124
[kovarex][0.18.35] Long blueprint names cause delete button to get cut off
When a blueprint has a long name, the delete button at the right end tends to get cut off:
- Sat Jul 11, 2020 2:00 am
- Forum: Ideas and Suggestions
- Topic: Blueprint notes
- Replies: 8
- Views: 3887
Add the ability to write a long description for a blueprint
Currently, blueprints can only have text associated with them in the form of their title/name. It would be useful to add the ability to write a description of the blueprint. This would allow for the possibility of attaching documentation or usage instructions for blueprints, especially complicated ...
- Tue Jun 30, 2020 6:49 pm
- Forum: Not a bug
- Topic: [0.18.34] Train Graphical Misalignment?
- Replies: 7
- Views: 3643
Re: [0.18.34] Train Graphical Misalignment?
This still looks like a bug to me because the "expectation" (predicted wagon outline when hovering over a train stop) does not match reality (where the actual wagons end up).
However, since this was moves to "Not a Bug" - would it be appropriate to post it again as a suggestion/requested feature?
However, since this was moves to "Not a Bug" - would it be appropriate to post it again as a suggestion/requested feature?
- Tue Jun 30, 2020 11:08 am
- Forum: Not a bug
- Topic: [0.18.34] Train Graphical Misalignment?
- Replies: 7
- Views: 3643
Re: [0.18.34] Train Graphical Misalignment?
If this is not a bug and just a graphical fix, then it would be nice if it doesn't affect things like this:
Annotation 2020-06-30 070536.png
Based on the "predicted wagon outlines" - all of these wagons should line up. While this is not a big deal for the inserters as all inserters can ...
Annotation 2020-06-30 070536.png
Based on the "predicted wagon outlines" - all of these wagons should line up. While this is not a big deal for the inserters as all inserters can ...