Search found 1517 matches: gate

Searched query: +gate

by boskid
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 ...
by charredUtensil
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 ...
by klobor
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 ...
by boskid
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 ...
by klobor
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 ...
by boskid
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 ...
by klobor
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 ...
by BraveCaperCat
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 ...
by SemedianIndustries
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 ...
by klobor
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 ...
by mmmPI
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 ...
by DanGio
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
by eugenekay
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 ...
by derLeon
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 ...
by unitary
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 ...
by unitary
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.
by TheChucklesStart
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 ...
by skyman
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 ...
by CrazyFeSS
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 ...
by MKMoose
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 ...

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