Search found 1327 matches
- Fri Jun 23, 2023 10:09 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint settings limiting rotation/flipping
- Replies: 1
- Views: 548
Blueprint settings limiting rotation/flipping
TL;DR Add an option to blueprints so they will rotate 4 ways, 2 ways, or not at all. Ditto for flipping, similar to how some blueprints already cannot be flipped due to entities like train stops. What ? When editing a blueprint, near the grid options there would be one additional three-value option...
- Fri Jun 23, 2023 2:12 am
- Forum: Ideas and Suggestions
- Topic: [Linux] Comply with the XDG directory standard
- Replies: 19
- Views: 7351
Re: [Linux] Comply with the XDG directory standard
Following up to mention that the wiki docs at https://wiki.factorio.com/Application_directory are in pretty awful shape.
- Wed Mar 01, 2023 3:05 pm
- Forum: Not a bug
- Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
- Replies: 2
- Views: 1339
Re: [1.1.53] Off-center collision box allows rotation into colliding orientation
Can we get that expectation/constraint mentioned in the prototype docs?
- Sun Jan 22, 2023 6:45 am
- Forum: Ideas and Suggestions
- Topic: Automatically split rail blocks when rails are too close together to insert signals
- Replies: 8
- Views: 1319
Automatically split rail blocks when rails are too close together to insert signals
In a reddit thread about using a simple circuit to create priority merges, the topic shifted to dense rail layouts, particularly where crossing rails are too close together to insert a signal. Someone pointed out that the game Sweet Transit has a novel solution to this. Their rail network implementa...
- Mon Jan 02, 2023 9:32 am
- Forum: Modding interface requests
- Topic: Mining drill real output slot
- Replies: 6
- Views: 1659
Re: Mining drill real output slot
I've fixed the drill so it won't delete the last item it is trying to output if mined before it happens (for the next release). Other changes can also be done but that is the root issue that I'm seeing. That might help with robot256' use case, but it doesn't address mine. I need to detect the ore s...
- Wed Nov 30, 2022 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Fast entity transfer/split also works for items linked on toolbar
- Replies: 7
- Views: 1513
Re: Fast entity transfer/split also works for items linked on toolbar
I have wanted this behavior in the past.
I also want "Q" when hovering the hotbar to put the item on the cursor.
I also want "Q" when hovering the hotbar to put the item on the cursor.
- Wed Nov 30, 2022 3:01 pm
- Forum: Gameplay Help
- Topic: Occasionally not detecting full fluid wagon
- Replies: 10
- Views: 1628
Re: Occasionally not detecting full fluid wagon
If there's any fluid at all in the storage tank, which the alt mode icon suggests there is, then the pump should be able to put the last unit(s) of fluid into the fluid wagon. If you have a save showing this situation, I recommend posting it as a bug report.
- Tue Oct 18, 2022 4:19 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 154648
Re: 3 and 4 way intersections
4lane BufferedSuperCompact
For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
- Fri Oct 14, 2022 4:57 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 154648
Re: 3 and 4 way intersections
it doesn't fit the forum as all intersections on here allow every lane to go in every direction. I, too, was shocked to discover that this is not true. It comes up occasionally on Discord. Apparently a lot of folks have been contributing intersections without that trait for a while now, and the yea...
- Wed Sep 07, 2022 4:19 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1130
Re: Allow settings that present multiple input fields based on prototypes and other data
The part that would be truly confusing to users is caused by allowing those settings to be used in earlier data stages after a restart. What if data.lua makes steel chest with 48 slots and settings-dynamic adds a setting claiming steel chest has 100 slots? It's hard to know how to respond when you'...
- Tue Sep 06, 2022 8:37 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1130
Re: Allow settings that present multiple input fields based on prototypes and other data
It sounds like you simply want one int setting for every (not blacklisted) container. You can simply do that with a loop. No, you can't. You don't have access to data (where the container list exists) during the settings stage, and you can't create settings during the data stage. Making it possible...
- Tue Sep 06, 2022 7:47 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1130
Allow settings that present multiple input fields based on prototypes and other data
About once a week I see someone on the Discord in #mod-making asking how to make a dynamic group of settings based on some game data, such as one setting for each turret or tile. Sadly we have to shoot them down every time, and a few folks end up implementing something like a string setting with a d...
- Mon Sep 05, 2022 2:59 pm
- Forum: Won't fix.
- Topic: [1.1.68] Unknown item sprite displays poorly in alt mode
- Replies: 1
- Views: 963
[1.1.68] Unknown item sprite displays poorly in alt mode
The sprite for unknown-item is a black question mark. This looks fine in the GUI where it will be backed by a crisp grey square. It looks terrible in Alt mode where it will appear on top of an entity with a black gradient surrounding it. A white outline is one potential way to resolve this.
- Mon Sep 05, 2022 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Draw rail blocks and power/circuit wires on top of debug tile grid
- Replies: 4
- Views: 861
Draw rail blocks and power/circuit wires on top of debug tile grid
I often enable the debug tile grid when developing blueprints. A minor annoyance which occasionally leads to mistakes is that both the colored lines for rail blocks and the red/gold/green lines for power and circuit wires can be completely hidden by the grid when they line up, which is often the cas...
- Sun Sep 04, 2022 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.63] Duplicate loader item in data
- Replies: 1
- Views: 744
- Wed Aug 31, 2022 4:12 pm
- Forum: Fixed for 2.0
- Topic: [1.1.68] Current signal not preserved in some signal selection dialogs
- Replies: 1
- Views: 1102
[1.1.68] Current signal not preserved in some signal selection dialogs
When selecting a signal, such as for a filter or combinator, the currently/previously/already selected signal should be highlighted, and pressing E or clicking Set should preserve that selection. This is the case in approximately half of places, and I refer to it below as "works". In the o...
- Mon Aug 29, 2022 7:13 pm
- Forum: Modding interface requests
- Topic: Mod flag to trigger mod sync dialog on load of save without the mod
- Replies: 0
- Views: 451
Mod flag to trigger mod sync dialog on load of save without the mod
If I try to load a save that used a mod that I don't have loaded, I'll get prompted to sync mods. That sync dialog will also include disabling mods I have loaded that weren't loaded when the save was created. However, if I have some new mods loaded and load a save without them, that goes through sil...
- Wed Aug 24, 2022 3:17 pm
- Forum: Modding interface requests
- Topic: function to set dawn/dusk/morning/evening all at once
- Replies: 5
- Views: 1402
Re: function to set dawn/dusk/morning/evening all at once
As I consider rewriting my mod that changes day/night length over time, I'd really appreciate having this functionality instead of having to work around edge cases.
- Tue Aug 09, 2022 2:30 pm
- Forum: Not a bug
- Topic: [1.1.65] Changing rocket silo position doesn't move launching rocket sprite
- Replies: 2
- Views: 834
[1.1.65] Changing rocket silo position doesn't move launching rocket sprite
If you move a rocket silo (with console commands or mods) while the rocket launch animation is playing, the rocket doesn't move with the silo. Also, for some moves (e.g. moving the silo to the right) the overlap/mask of the sprites glitches and part of the rocket is obscured by part of the silo. Scr...
- Sun Aug 07, 2022 4:02 pm
- Forum: Modding interface requests
- Topic: Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
- Replies: 0
- Views: 486
Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
In the GUI I can check "Snap to grid" on a blueprint and the width/height will be calculated automatically while the positions of the entities within the blueprint are shifted to put a corner of the blueprint at the origin. I'd like a way to trigger one or both of these behaviors (or at le...