Search found 47 matches

by aaron311
Tue Jul 07, 2026 1:28 pm
Forum: Ideas and Suggestions
Topic: [2.1] Blueprints should have option like "force empty space"
Replies: 19
Views: 2226

Re: [2.1] Blueprints should have option like "force empty space"

+1

I almost think it should be a boolean toggle since even ability to overwrite/clear entities would not be enough. I want to clear all wires attached to existing entities that are not in the blueprint. It's getting REALLY old to have to delete my entire platform and re-place it in order to ...
by aaron311
Tue Jul 07, 2026 1:24 pm
Forum: Ideas and Suggestions
Topic: [2.1] Roboports should report ghost entities
Replies: 21
Views: 1333

Re: [2.1] Roboports should report ghost entities

I, too, would love an output signal for this even if it was only output every so many ticks (e.g. every 10s or so). I can latch it, or the game can :-)

Complicating this however is that you have to consider things like:
* ghost entities
* ghost tiles
* inside-entity things (module slots, etc ...
by aaron311
Tue Jul 07, 2026 1:23 pm
Forum: Ideas and Suggestions
Topic: Obtaining stone from space
Replies: 10
Views: 754

Re: Obtaining stone from space

+1

Space mechanics are fine. Just add a 'throw away the good stuff asteroid crushing' recipe that yields stone.
by aaron311
Thu Jul 02, 2026 12:34 am
Forum: Ideas and Suggestions
Topic: Selector Combinator: Quality Overwrite
Replies: 3
Views: 259

Re: Selector Combinator: Quality Overwrite

Ahhh right! Because of the 'multiple signals on the same wire sum together behavior'. Got it!

Thanks for the explanation.

I didn't like 'quality transfer' for my use case because I would need 5 combinators to reassign all qualities down to normal. But maybe I was dumb and didn't try 'each' mode.
by aaron311
Tue Jun 30, 2026 11:18 pm
Forum: Ideas and Suggestions
Topic: Selector Combinator: Quality Overwrite
Replies: 3
Views: 259

Re: Selector Combinator: Quality Overwrite

I actually needed to do this a month or two ago and I figured out that an arithmetic combinator with "each" input adding 0 and outputting a specific non-quality signal would sum all qualities together. I am still at a loss for why this works TBH but I have found it useful:

Screenshot 2026-06-30 ...
by aaron311
Tue Jun 30, 2026 2:04 am
Forum: Ideas and Suggestions
Topic: Add a logarithmic display option for production/consumption graph.
Replies: 17
Views: 11704

Re: Add a logarithmic display option for production/consumption graph.

+1

And also add ability to set Y min/max would be nice to allow easier inspection of smaller items
by aaron311
Thu Jun 25, 2026 11:06 am
Forum: Ideas and Suggestions
Topic: Launch rocket circuit condition
Replies: 2
Views: 210

Re: Launch rocket circuit condition

It's a good point and line of thinking (kudos to thinking through this), but - upon further reflection - I'd argue circuit conditions have never been about certainty of the overall system end-state, but rather controlling the state of a single entity. Thus, a signal to 'launch rocket' would be ...
by aaron311
Thu Jun 25, 2026 12:04 am
Forum: Ideas and Suggestions
Topic: Launch rocket circuit condition
Replies: 2
Views: 210

Launch rocket circuit condition

Possible dupe but (hopefully) demands/allows its own thread: One gripe remaining is lack of a circuit condition to fire the rocket. Can we add this?


Basically 2.1's reworking of rocket logistics combined with global surface signals fixes so many of my gripes. I'd love to see this fixed too and ...
by aaron311
Wed Jun 24, 2026 11:54 pm
Forum: Ideas and Suggestions
Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
Replies: 54
Views: 16372

Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket

+1

Yes there are mods allowing me to do this. It is dumb I have to install mods for this. The mod solution is decent and non breaking - to load blue circuits, fuel, low density structure into cargo you put a 1x1 tile 'loader' entity adjacent to the rocket silo. That entity auto puts anything it ...
by aaron311
Tue Jun 09, 2026 10:48 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 24944

Re: Friday Facts #441 - Space logistics improvements

Love the improvements!!! You have fixed a TON of my 'gripes'.

Now if we could only:
* set space platform destination via circuit network
* launch rockets via circuit network
* put blue circuits, rocket fuel, low density structures INTO rocket cargo via inserter

I my full list of annoyances re ...
by aaron311
Fri Oct 10, 2025 12:07 pm
Forum: Modding help
Topic: play_sound(...) - is there any 'rate limit' to the API?
Replies: 4
Views: 848

Re: play_sound(...) - is there any 'rate limit' to the API?

Thanks for confirming! I am willing to send you my code if I get desperate, but let me troubleshoot more before I burn more of your time. :)

I was already thinking this was a PEBKAC error on my part, and just wanted to rule out that there was some subtle API misunderstanding I had. Your replies ...
by aaron311
Fri Oct 10, 2025 3:59 am
Forum: Modding help
Topic: play_sound(...) - is there any 'rate limit' to the API?
Replies: 4
Views: 848

Re: play_sound(...) - is there any 'rate limit' to the API?

play_sound() calls can not play the sound if it would play with 0 volume due to it being played too far from the listener, if the sound position is covered by fog of war

Makes sense. But in this case I'm using luaForce.play_sound() with a nil PlaySoundSpecification.position thus I believe it's ...
by aaron311
Tue Oct 07, 2025 2:00 am
Forum: Modding help
Topic: play_sound(...) - is there any 'rate limit' to the API?
Replies: 4
Views: 848

play_sound(...) - is there any 'rate limit' to the API?

Hi,

I have a mod that (conditionally) uses luaForce.play_sound(...) in a on_entity_died event handler. Despite my best efforts and tracing through with a debugger, I'm finding that the sound does not reliably play despite the function call for sure executing.

Is there any circumstance where play ...
by aaron311
Mon Sep 29, 2025 10:16 pm
Forum: Modding interface requests
Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
Replies: 9
Views: 2402

Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)

Ah, makes sense. Still, if you could comment with example types of things that needed to be "rolled back" via a custom mechanism for a mod, we could try to start making a list of things that would need to have a solution. IDK. Just a thought.
by aaron311
Mon Sep 29, 2025 12:46 pm
Forum: Modding interface requests
Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
Replies: 9
Views: 2402

Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)

Hi folks,

Thank you for the interest, discussion, and suggestions!

The more I think I’m about an uninstall script the more I am convinced that - while it would represent a lot of flexibility - it does not make sense architecturally. I also think that it sets up uninstalls to nearly “always fail ...
by aaron311
Wed Sep 17, 2025 11:23 pm
Forum: Modding interface requests
Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
Replies: 9
Views: 2402

Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)

Another example situation I just hit right now when writing a mod. In my mod, I did this:

player.mute_alert(defines.alert_type.entity_destroyed)

I load a save with my mod. Save game. Then I disable mod. File no longer plays alerts anymore even with mod removed.

It would be great if Factorio ...
by aaron311
Thu Apr 03, 2025 11:09 pm
Forum: Modding interface requests
Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
Replies: 9
Views: 2402

Re: Mod "garbage collection" via some means (not sure what would make sense, though)

Something I realized after posting this is that while I like the general concept of being able to attach a 'mod owner' to global state objects like luaForce, cleanup does get a bit complicated if you have a structure where one force is defined as collapsing into another when the mod goes away, but ...
by aaron311
Wed Apr 02, 2025 12:06 am
Forum: Modding interface requests
Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
Replies: 9
Views: 2402

Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)

Hey,

This is only a half-formed request, but interested in what people might think -

I don't do much modding, but I did publish a mod back in the 1.0/1.1 days, and thinking about resurrecting it for 2.0, now. It was a semi-evil mod that made force changes in order to accomplish prioritization of ...
by aaron311
Mon Feb 03, 2025 3:36 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 167
Views: 97412

Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items

Hey,

So for years I've wanted this functionality as well (to set up remote outposts that auto-request delivery of missing requests). I've used Ghost Scanner at various times in small networks when the performance impacts were acceptable (many to the original author of Ghost Scanner and all those ...
by aaron311
Thu Jan 30, 2025 12:30 am
Forum: Modding help
Topic: "Noob" prototype "type checking" question
Replies: 13
Views: 4175

Re: "Noob" prototype "type checking" question

Got it! Thanks. I think I wasn't properly interpreting the description of the 'type' property which is what confused me initially.

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