Search found 1517 matches: gate
Searched query: +gate
- Thu Jul 23, 2026 7:04 am
- Forum: Minor issues
- Topic: [2.1.11] Wires between two walls are not preserved on undo
- Replies: 2
- Views: 356
Re: [2.1.11] Wires between two walls are not preserved on undo
This is not as simple as it sounds to be. Walls try to remove wires when they are no longer connected to a gate and gate can be removed for multiple reasons and they are not all related to player interactions. This is similar to https://forums.factorio.com/123031 and https://forums.factorio.com/118468 ...
- Tue Jul 21, 2026 3:35 am
- Forum: Minor issues
- Topic: [2.1.11] Wires between two walls are not preserved on undo
- Replies: 2
- Views: 356
[2.1.11] Wires between two walls are not preserved on undo
1. Build two separate gate segments with walls around them
2. Connect a green wire between the two gates
3. Use the deconstruction planner to mark both gates for removal
4. Undo
Expected: Walls and gates are unmarked for destruction and green wire is restored between gates
Actual: Walls and gates are ...
2. Connect a green wire between the two gates
3. Use the deconstruction planner to mark both gates for removal
4. Undo
Expected: Walls and gates are unmarked for destruction and green wire is restored between gates
Actual: Walls and gates are ...
- Fri Jul 17, 2026 3:05 am
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 650
Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
If i am reading this correctly, you are assuming that all entities do collision checks with anything else all the time.
Oh no, no-no, of course not! What I meant by that is when, say, a tank moves across terrain, each tick you perform a check if an entity collides with anything. As you said ...
- Thu Jul 16, 2026 6:26 pm
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 650
Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
1. Is this statement inaccurate? - "collision check is something that is already happening anyway . We're just getting a (almost) free piggyback ride on it"? If it's indeed inaccurate, how far is it from being such?
If i am reading this correctly, you are assuming that all entities do collision ...
- Thu Jul 16, 2026 5:51 pm
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 650
Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Indeed you are wrong. Collisions are not cheap. There are 2 parts to collision checks: first is entity registering its presence in an area, this is proportional to the area entity wants to be "visible", and it must be updated every time entity moves. Second part is checking what entities are in ...
- Thu Jul 16, 2026 3:47 pm
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 650
Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Disclaimer
I could be wrong in some of my assumptions here, but this is based on what I've gathered from forums and API docs. Please correct me where I'm wrong, though :)
TLDR
Collision cheap.
Indeed you are wrong. Collisions are not cheap. There are 2 parts to collision checks: first is ...
- Thu Jul 16, 2026 3:32 pm
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 650
Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Yes, but that's still faster than performing an entity search. And significantly faster than performing entity search using LUA. Well, at least I think it is :roll: only devs can say for sure ;)
Besides, collision check is something that is already happening anyway . We're just getting a (almost ...
Besides, collision check is something that is already happening anyway . We're just getting a (almost ...
- Thu Jul 16, 2026 2:55 pm
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 650
Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Note that collisions themselves have to be polled for (checked for collision) on every tick. it would only affect entities that poll for multiple different things at the same time, so it very likely wouldn't affect the base game. For mods, it would allow an increase in performance in some situations ...
- Thu Jul 09, 2026 6:52 pm
- Forum: Technical Help
- Topic: Crashing repeatedly seconds after start
- Replies: 3
- Views: 832
Crashing repeatedly seconds after start
... Corpse,ElectricEnergyInterface,EnemySpawner,Explosion,FlameThrowerExplosion,FluidStream,FluidTurret,FlyingTextEntity,FusionGenerator,FusionReactor,Gate,HeatInterface,HighlightBoxEntity,InfinityContainer,InfinityPipe,ItemRequestProxy,OffshorePump,ParticleSource,PowerSwitch,Projectile,Pump,Valve,Radar ...
- Thu Jul 09, 2026 12:13 pm
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 650
Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
... use polling to detect nearby enemies (even if there are no more biters left to kill. Like, at all. Turrets will still be polling like crazy) .
Gates use polling to detect incoming entities.
Bots use scheduled checks "are we there yet?" that fire with increasing frequency the closer they are to ...
Gates use polling to detect incoming entities.
Bots use scheduled checks "are we there yet?" that fire with increasing frequency the closer they are to ...
- Mon Jul 06, 2026 7:46 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 271
- Views: 38961
Re: Please, DO NOT remove space casino
... new crusher that works at least partly the old way, but needs promethium to be built.
Requiring promethium to build the new crusher is a way to gate "space casino" or "a viable in practice method for quality from space" but having it consume promethium takes better advantage of the possibility to ...
Requiring promethium to build the new crusher is a way to gate "space casino" or "a viable in practice method for quality from space" but having it consume promethium takes better advantage of the possibility to ...
- Tue Jun 30, 2026 10:25 am
- Forum: Ideas and Suggestions
- Topic: Gates across arbitrary rail segments
- Replies: 3
- Views: 1936
Re: Gates across arbitrary rail segments
One of the last missing QoL features, for me, would be to allow gate placing on more rails. Diagonal, half diagonal... and even curved rails, if that's feasible. +1
- Sun Jun 28, 2026 7:40 pm
- Forum: Ideas and Suggestions
- Topic: Make everything circuit connectable and add a functions to a few
- Replies: 6
- Views: 638
Re: Make everything circuit connectable and add a functions to a few
following arent connectable, but should be: wall (without gate)
Circuit wires can be connected to Wall "ghosts", which persists after it is Built/Revived, or Blueprinted:
06-21-2026, 11-31-03.png
This can be used to create a Sensor - if Biters eat part of the wall then the Circuit is broken ...
Circuit wires can be connected to Wall "ghosts", which persists after it is Built/Revived, or Blueprinted:
06-21-2026, 11-31-03.png
This can be used to create a Sensor - if Biters eat part of the wall then the Circuit is broken ...
- Sun Jun 28, 2026 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Make everything circuit connectable and add a functions to a few
- Replies: 6
- Views: 638
Make everything circuit connectable and add a functions to a few
... no function.
this way we can route a wire through a factory without need to care.
this would mean that the only thing we cant connect a wire is a gate. and thats nice.
also, there are some buildings that lack on circuit-features
following arent connectable, but should be:
u-belt, rail, steam ...
this way we can route a wire through a factory without need to care.
this would mean that the only thing we cant connect a wire is a gate. and thats nice.
also, there are some buildings that lack on circuit-features
following arent connectable, but should be:
u-belt, rail, steam ...
- Fri Jun 26, 2026 9:30 pm
- Forum: Mods
- Topic: [MOD 2.1] Quantum Computing
- Replies: 1
- Views: 296
Re: [MOD 2.1] Quantum Computing
Version 1.0.1 fixes two bugs.
There was a bug with the phase gate. If no phase was specified, then the phase was not correctly applied. I believe it was causing the coefficients for the state to become NaN, but I am not sure. In this version, if no phase is specified then the phase of |1> is ...
There was a bug with the phase gate. If no phase was specified, then the phase was not correctly applied. I believe it was causing the coefficients for the state to become NaN, but I am not sure. In this version, if no phase is specified then the phase of |1> is ...
- Thu Jun 25, 2026 9:37 pm
- Forum: Mods
- Topic: [MOD 2.1] Quantum Computing
- Replies: 1
- Views: 296
[MOD 2.1] Quantum Computing
... Download-Url: https://mods.factorio.com/download/quantum-computing/6a3d9631b47877e4de0fdda6
Website: https://mods.factorio.com/mod/quantum-computing
Version history
1.0.0 2026-06-25: Initial release
1.0.1 2026-06-25: Fixed phase gate. Quantum archaeology now ignores global phase, as it should.
Website: https://mods.factorio.com/mod/quantum-computing
Version history
1.0.0 2026-06-25: Initial release
1.0.1 2026-06-25: Fixed phase gate. Quantum archaeology now ignores global phase, as it should.
- Tue Jun 23, 2026 1:41 am
- Forum: Ideas and Suggestions
- Topic: Save Files Grouped By World/Playthrough
- Replies: 5
- Views: 457
Save Files Grouped By World/Playthrough
... would occasionally gain traction outside of the Factorio social media realms.
Furthermore, I just started playing Solasta after playing Baldur's Gate 3. Solasta doesn't have the fit and finish of Baldur's Gate 3, and in my opinion, one place where it really stands out is Baldur's Gate 3 has per ...
Furthermore, I just started playing Solasta after playing Baldur's Gate 3. Solasta doesn't have the fit and finish of Baldur's Gate 3, and in my opinion, one place where it really stands out is Baldur's Gate 3 has per ...
- Thu Jun 18, 2026 5:26 pm
- Forum: Ideas and Suggestions
- Topic: [QoL?] Gate research should be unlocked after placing few Walls
- Replies: 0
- Views: 176
[QoL?] Gate research should be unlocked after placing few Walls
TL;DR
Similarly to my other suggestion regarding some basic tech , Gate research should be done without any science packs, available in the same place on the tech tree like it is now, after building 30 Walls on the map.
Good QoL for 2.1? :geek:
What?
https://wiki.factorio.com/images/thumb/Gate ...
Similarly to my other suggestion regarding some basic tech , Gate research should be done without any science packs, available in the same place on the tech tree like it is now, after building 30 Walls on the map.
Good QoL for 2.1? :geek:
What?
https://wiki.factorio.com/images/thumb/Gate ...
- Fri Jun 12, 2026 1:02 am
- Forum: Mods
- Topic: [MOD 1.3] Planet Express - Cross-planet delivery that just works
- Replies: 2
- Views: 463
Re: [MOD 1.0] Planet Express
The readiness signals are here in v1.1
Ready-signal dispatch gate: a per-ship "Hold until ready signal" toggle in the Fleet tab keeps a platform docked until its hub reads the new "Planet Express: ready" virtual signal above zero.
Build whatever readiness logic you want (fuel, ammo, asteroid stock ...
Ready-signal dispatch gate: a per-ship "Hold until ready signal" toggle in the Fleet tab keeps a platform docked until its hub reads the new "Planet Express: ready" virtual signal above zero.
Build whatever readiness logic you want (fuel, ammo, asteroid stock ...
- Thu May 28, 2026 7:14 am
- Forum: Not a bug
- Topic: [2.0.76] Flipping certain inserter-belt configurations does not result in a true flip
- Replies: 8
- Views: 888
[2.0.76] Flipping certain inserter-belt configurations does not result in a true flip
... 2026, 08-51-45.png
Expected result:
- ideally, any configuration which can be flipped should function exactly as the original right out of the gate,
- if it's not possible to implement true flipping for inserters, then flipping the problematic configurations should either be blocked or produce a ...
Expected result:
- ideally, any configuration which can be flipped should function exactly as the original right out of the gate,
- if it's not possible to implement true flipping for inserters, then flipping the problematic configurations should either be blocked or produce a ...