+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 ...
Search found 47 matches
- 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
- Tue Jul 07, 2026 1:24 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Roboports should report ghost entities
- Replies: 21
- Views: 1332
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 ...
Complicating this however is that you have to consider things like:
* ghost entities
* ghost tiles
* inside-entity things (module slots, etc ...
- 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.
Space mechanics are fine. Just add a 'throw away the good stuff asteroid crushing' recipe that yields stone.
- Thu Jul 02, 2026 12:34 am
- Forum: Ideas and Suggestions
- Topic: Selector Combinator: Quality Overwrite
- Replies: 3
- Views: 256
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.
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.
- Tue Jun 30, 2026 11:18 pm
- Forum: Ideas and Suggestions
- Topic: Selector Combinator: Quality Overwrite
- Replies: 3
- Views: 256
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 ...
Screenshot 2026-06-30 ...
- Tue Jun 30, 2026 2:04 am
- Forum: Ideas and Suggestions
- Topic: Add a logarithmic display option for production/consumption graph.
- Replies: 17
- Views: 11703
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
And also add ability to set Y min/max would be nice to allow easier inspection of smaller items
- Thu Jun 25, 2026 11:06 am
- Forum: Ideas and Suggestions
- Topic: Launch rocket circuit condition
- Replies: 2
- Views: 209
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 ...
- Thu Jun 25, 2026 12:04 am
- Forum: Ideas and Suggestions
- Topic: Launch rocket circuit condition
- Replies: 2
- Views: 209
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 ...
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 ...
- 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: 16359
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 ...
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 ...
- Tue Jun 09, 2026 10:48 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 24922
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 ...
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 ...
- Fri Oct 10, 2025 12:07 pm
- Forum: Modding help
- Topic: play_sound(...) - is there any 'rate limit' to the API?
- Replies: 4
- Views: 843
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 ...
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 ...
- Fri Oct 10, 2025 3:59 am
- Forum: Modding help
- Topic: play_sound(...) - is there any 'rate limit' to the API?
- Replies: 4
- Views: 843
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 ...
Makes sense. But in this case I'm using luaForce.play_sound() with a nil PlaySoundSpecification.position thus I believe it's ...
- Tue Oct 07, 2025 2:00 am
- Forum: Modding help
- Topic: play_sound(...) - is there any 'rate limit' to the API?
- Replies: 4
- Views: 843
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 ...
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 ...
- 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: 2400
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.
- 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: 2400
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 ...
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 ...
- 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: 2400
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 ...
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 ...
- 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: 2400
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 ...
- 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: 2400
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 ...
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 ...
- 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: 97406
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 ...
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 ...
- Thu Jan 30, 2025 12:30 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 4164
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.