I am submitting it as a bug report because I feels like the intension is to be able to set things up to happen automatically a lot of the time, and here it cannot be set to do that.
The suggestion is to allow Cargo bays and space platforms to be received by a space platform even if there is no ...
Search found 44 matches
- Sun Dec 22, 2024 12:54 am
- Forum: Ideas and Suggestions
- Topic: Allow cargo bay to be recived and build when there is no room
- Replies: 0
- Views: 154
- Thu Dec 19, 2024 1:23 pm
- Forum: Technical Help
- Topic: How to make steam save achivments per save
- Replies: 1
- Views: 217
How to make steam save achivments per save
I used to play regularly on the stand alone version, where achievements are kept per save. After moving to the steam version I found that the achievements are synced between different saves. Is there a way to go back to the old behavior, where achievements are fresh between saves? probably either a ...
- Thu May 23, 2024 5:24 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 46
- Views: 11277
Re: Improving the Mod Portal Search
I previously posted a bug report on the mod search portal and was directed to repost it here
Bug report:
the search bar on https://mods.factorio.com/ does not always pull up the right mod at the top.
examples:
search "Milestones" and the top result is chinese (the mod "Milestones" is in slot 3 ...
Bug report:
the search bar on https://mods.factorio.com/ does not always pull up the right mod at the top.
examples:
search "Milestones" and the top result is chinese (the mod "Milestones" is in slot 3 ...
- Wed May 15, 2024 6:39 am
- Forum: Mod portal Discussion
- Topic: Mods webpage does not pull up the mod searched for
- Replies: 2
- Views: 1191
Mods webpage does not pull up the mod searched for
the search bar on https://mods.factorio.com/ does not always pull up the right mod at the top.
examples:
search "Milestones" and the top result is chinese (the mod "Milestones" is in slot 3)
search "Spidertron Enhancements" and the mod "Spidertron Enhancements" is not even on screen
fix?
the ...
examples:
search "Milestones" and the top result is chinese (the mod "Milestones" is in slot 3)
search "Spidertron Enhancements" and the mod "Spidertron Enhancements" is not even on screen
fix?
the ...
- Thu Dec 15, 2022 11:33 pm
- Forum: Wiki Talk
- Topic: Console page, set destructible = false
- Replies: 1
- Views: 1026
Console page, set destructible = false
I was looking around for info and found
https://forums.factorio.com/viewtopic.php?f=25&p=573021
In particular there is the useful line of code
/c game.player.selected.destructible = false
I suggest adding this to the list of console commands (https://wiki.factorio.com/Console)
I think this is ...
https://forums.factorio.com/viewtopic.php?f=25&p=573021
In particular there is the useful line of code
/c game.player.selected.destructible = false
I suggest adding this to the list of console commands (https://wiki.factorio.com/Console)
I think this is ...
- Sat Jul 30, 2022 3:32 am
- Forum: Technical Help
- Topic: blueprint library gone.
- Replies: 3
- Views: 1763
Re: blueprint library gone.
thank you Hornwitser. it was at ~1kB the 2nd suggestion worked, I got the blueprints back from my planning save.
- Thu Jul 28, 2022 3:31 am
- Forum: Technical Help
- Topic: blueprint library gone.
- Replies: 3
- Views: 1763
blueprint library gone.
I use several installs, one of them is for
a) creating /testing mod and
b) a project where a base builds its self (using Recursive Blueprints)
the data for the latter is only in the blueprint library because i have to restart all the time (to test it still works)
after returning to the project I ...
a) creating /testing mod and
b) a project where a base builds its self (using Recursive Blueprints)
the data for the latter is only in the blueprint library because i have to restart all the time (to test it still works)
after returning to the project I ...
- Sun May 08, 2022 5:51 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 110961
Re: Small documentation improvement requests
request to add information to https://wiki.factorio.com/Tutorial:Localisation about how to make a multi line description (\n turns into a newline character)
and how to create/change it programmatically (i dont know this but know it is posible)
-> Added the note on \n, programmatic creation (as in ...
and how to create/change it programmatically (i dont know this but know it is posible)
-> Added the note on \n, programmatic creation (as in ...
- Sat May 07, 2022 9:56 pm
- Forum: Modding interface requests
- Topic: Allow event for a tree being damaged by pollution
- Replies: 1
- Views: 1101
Allow event for a tree being damaged by pollution
This is a request for a way to see when a tree has been damaged by pollution.
currently there is no event at all around the situation, the only way to tell is to check every tick if the tree has been damaged.
what i am looking for is some kind if event to be raised when the damage is taken.
PS I ...
currently there is no event at all around the situation, the only way to tell is to check every tick if the tree has been damaged.
what i am looking for is some kind if event to be raised when the damage is taken.
PS I ...
- Sat May 07, 2022 9:48 pm
- Forum: Modding interface requests
- Topic: Allow event for a cliff being destroyed
- Replies: 2
- Views: 1109
Allow event for a cliff being destroyed
This is a request for a way to see when a cliff is being destroyed.
currently the only events raised are when the cliff exposive is thrown
on_pre_robot_exploded_cliff and
on_player_used_capsule
or after the cliff is dead already
on_robot_exploded_cliff (no way to tell when a player thown ...
currently the only events raised are when the cliff exposive is thrown
on_pre_robot_exploded_cliff and
on_player_used_capsule
or after the cliff is dead already
on_robot_exploded_cliff (no way to tell when a player thown ...
- Sat May 07, 2022 9:27 pm
- Forum: Modding interface requests
- Topic: Flag to hide entities from upgrade planner
- Replies: 2
- Views: 1651
- Tue Apr 19, 2022 11:30 pm
- Forum: Ideas and Suggestions
- Topic: improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
- Replies: 7
- Views: 2987
Re: improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
new post to keep it active
- Sat Dec 18, 2021 5:19 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 110961
Re: Small documentation improvement requests
the page https://wiki.factorio.com/Types/SpawnPoint
lists this
Types/SpawnPoint ... evolution_factor or 1 ... spawn_weight or 2
in testing however i found that it is called weight not spawn_weight
-> It's called spawn_weight in the data stage (which is what the wiki page is about) and ...
lists this
Types/SpawnPoint ... evolution_factor or 1 ... spawn_weight or 2
in testing however i found that it is called weight not spawn_weight
-> It's called spawn_weight in the data stage (which is what the wiki page is about) and ...
- Tue Dec 14, 2021 11:33 am
- Forum: Ideas and Suggestions
- Topic: Autosave timing should arguably use wall clock
- Replies: 10
- Views: 3512
- Sat Oct 30, 2021 9:21 pm
- Forum: Ideas and Suggestions
- Topic: improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
- Replies: 7
- Views: 2987
improve usability of blueprints with absolute reference
TL;DR
change snap to grid default to start with the correct values instead of 0,0
What ?
currently when you open a blueprint and click the snap to grid option, it defaults to an absolute reference and an offset of 0,0 this causes situitions like the following where the blueprint is lined up ...
change snap to grid default to start with the correct values instead of 0,0
What ?
currently when you open a blueprint and click the snap to grid option, it defaults to an absolute reference and an offset of 0,0 this causes situitions like the following where the blueprint is lined up ...
- Fri Oct 22, 2021 5:25 pm
- Forum: Implemented mod requests
- Topic: Linked chest wire interface
- Replies: 11
- Views: 5850
Re: Linked chest wire interface
we have given several answers now about why this is useful, can you please either implement it or respond?Rseding91 wrote: Fri Sep 24, 2021 3:05 pm What's the use-case for reading what's in the chest? Since the contents are shared globally across all chests with that ID I don't see much point in reading the contents with wires.
- Fri Oct 15, 2021 5:03 pm
- Forum: Implemented mod requests
- Topic: Linked chest wire interface
- Replies: 11
- Views: 5850
Re: Linked chest wire interface
+1
Why allow connection to circuit network?
exactly the same reasons as normal chests link to the circuit network
automation
I found this issue when trying to make inserters keep 1 stack of each of a couple different item in the linked chest
another 2nd example would to increase effective ...
Why allow connection to circuit network?
exactly the same reasons as normal chests link to the circuit network
automation
I found this issue when trying to make inserters keep 1 stack of each of a couple different item in the linked chest
another 2nd example would to increase effective ...
- Mon Oct 11, 2021 9:13 am
- Forum: Modding interface requests
- Topic: allow linked chests to connect to the circuit network
- Replies: 2
- Views: 1271
allow linked chests to connect to the circuit network
TL;DR
allow linked chests to connect to the circuit network like normal chests.
What ?
allow linked chests to connect to the circuit network
be able to read chest contents like with normal chests
would also be nice to be able to set the link string that determines what link network the chest ...
allow linked chests to connect to the circuit network like normal chests.
What ?
allow linked chests to connect to the circuit network
be able to read chest contents like with normal chests
would also be nice to be able to set the link string that determines what link network the chest ...
- Mon Sep 13, 2021 5:50 am
- Forum: Not a bug
- Topic: [1.1.38] crash if atempting to update a game when the exe was renamed
- Replies: 5
- Views: 2452
[1.1.38] crash if atempting to update a game when the exe was renamed
What did you do?
downloaded the standalone factorio
renamed factorio.exe to factorio_1_1_38.exe
used the auto update to update factorio
What happened?
the update failed
What did you expect to happen instead? It might be obvious to you, but do it anyway!
to get 2 exes, factorio_1_1_38.exe and the ...
downloaded the standalone factorio
renamed factorio.exe to factorio_1_1_38.exe
used the auto update to update factorio
What happened?
the update failed
What did you expect to happen instead? It might be obvious to you, but do it anyway!
to get 2 exes, factorio_1_1_38.exe and the ...
- Mon Sep 13, 2021 5:42 am
- Forum: Modding interface requests
- Topic: spill_item_stack() causes heavy lag
- Replies: 4
- Views: 1468
spill_item_stack() causes heavy lag
the command spill_item_stack() causes unnecessarily heavy lag due to needing to find where to drop repeatedly.
this is shown in the following example
on my machine the following code takes 2 seconds.
/c player = game.player
for i=1,1 do
player.surface.spill_item_stack({0, 0}, {name="iron-plate ...
this is shown in the following example
on my machine the following code takes 2 seconds.
/c player = game.player
for i=1,1 do
player.surface.spill_item_stack({0, 0}, {name="iron-plate ...