Search found 1327 matches
- Sat Aug 06, 2022 3:54 am
- Forum: Ideas and Suggestions
- Topic: Randomize biter spawn location
- Replies: 5
- Views: 1105
Re: Randomize biter spawn location
The exploit is that you can stand northwest of a spawner while shooting it, and be guaranteed to be shooting the biter that spawns and comes at you every time. Or southeast and be sure the biter will have to run around the spawner, giving you more of a head start. And you always know which spawners ...
- Thu Aug 04, 2022 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Randomize biter spawn location
- Replies: 5
- Views: 1105
Randomize biter spawn location
Biters always spawn at the northwest corner of the spawner. This feels too predictable and exploitable. It would be nice if they would spawn randomly around the edge of the spawner.
- Sun Jul 31, 2022 11:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Burner inserter leech fuel from drop target?
- Replies: 0
- Views: 526
Burner inserter leech fuel from drop target?
I want burner inserters to take fuel from the assembler/chest/inserter/etc in front of them instead of just the one behind them. I think this feature existed in one of the burner leech mods a few years ago, but I can't find this functionality or an option to enable it in https://mods.factorio.com/mo...
- Sun Jul 31, 2022 2:49 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
- Replies: 6
- Views: 2039
Re: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
Another vote for not not a bug. Search+Sort is mostly useless for my use cases.
Especially weird that sorting by name doesn't work.
Suggestion: When searching, set the sort criterion to null and do the current behavior, but go back to sorting if the user clicks a column header.
Especially weird that sorting by name doesn't work.
Suggestion: When searching, set the sort criterion to null and do the current behavior, but go back to sorting if the user clicks a column header.
- Sun Jul 31, 2022 12:45 am
- Forum: Minor issues
- Topic: [0.16.22] Inserters not picking up items from source
- Replies: 10
- Views: 7960
Re: [0.16.22] Inserters not picking up items from source
This doesn't just apply to curved rails. It seems to apply any time an inserter could have two targets. I wouldn't mind if it was consistently prioritized, but it being dependent on build order doesn't seem reasonable. 0eNqlk9FugzAMRf/Fz8lUKLQdvzJNKAWPRQsJSpxuVcW/z4GpqzbaaprEQ4jte+yb5AR7E3Hw2hJUJ9CN...
- Thu Jul 28, 2022 10:01 pm
- Forum: Ideas and Suggestions
- Topic: Support installing mod dependencies without publishing to the portal
- Replies: 0
- Views: 432
Support installing mod dependencies without publishing to the portal
I made a small mod with a list of dependencies on all the QoL mods I like to play with. However, it seems that the ability to automatically install a dependency list is only available when installing a mod from the portal. I'd like to see a way to do this for locally installed mods as well. Perhaps ...
- Fri Jun 24, 2022 2:49 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Feature Request: show dependency graph
- Replies: 7
- Views: 1126
Mod Portal Feature Request: show dependency graph
Simpler request first... In the mod portal UI I'd like to see the dependency list for a mod, and be able to click through to those other mods. Actual request that prompted this post... I'd like to see all the mods that depend on the one I'm interested in. My use case for this, at this moment, is &qu...
- Fri Feb 25, 2022 10:34 pm
- Forum: Minor issues
- Topic: [0.16.22] Inserters not picking up items from source
- Replies: 10
- Views: 7960
Re: [0.16.22] Inserters not picking up items from source
Coming here from my duplicate report and adding another voice in opposition to build order dependent behavior here.
- Fri Feb 25, 2022 6:00 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement for graphs like production/electricity
- Replies: 3
- Views: 1491
Re: LuaGuiElement for graphs like production/electricity
For anyone who comes here later looking for this feature, here's a mod with some functionality you might be able to use:
https://mods.factorio.com/mod/timeseries
https://mods.factorio.com/mod/timeseries_fixfor110
https://mods.factorio.com/mod/timeseries
https://mods.factorio.com/mod/timeseries_fixfor110
- Thu Feb 24, 2022 9:52 pm
- Forum: Duplicates
- Topic: [1.1.53] Inserter waiting for train doesn't notice when a chest is placed in front of it
- Replies: 1
- Views: 780
[1.1.53] Inserter waiting for train doesn't notice when a chest is placed in front of it
0eNqNkt1ugzAMRt/F11AVaCjNq1TTxI9FLSUGJaEaQrz7DGxo1Zi0Szv2+Y7kTFCZAXtHHEBPQHXHHvR9Ak8tl2bphbFH0EABLUTApV0qV5KBOQLiBj9AJ/NbBMiBAuG2vxbjOw+2QicD+2bpPdrKELexLesHMcaZcPvOy3LHS+ICLNKTimAErfKTkiCHNa0evkdsYts1g0Ex+JWU7kn14J4yuqoeBORfeIE3JPjtUR0gsx1J7NEF6R3wkm/hQoQPKJf/ip1XTJ6+iqUHSLUjfRBa+wh/QrPN7fYKzZa7rZ...
- Wed Feb 23, 2022 12:05 am
- Forum: Minor issues
- Topic: [1.1.53] Undoing removal of a wire connected entity doesn't re-set the correct power pole sprite
- Replies: 1
- Views: 1150
[1.1.53] Undoing removal of a wire connected entity doesn't re-set the correct power pole sprite
1. Build a medium power pole (A) 2. Build another (B) to the right of it. A's sprite changes to account for the newly connected wire direction, good. 3. Deconstruct B. A's sprite changes back to the original, good. 4. Undo the deconstruction of B. A's sprite should change as in step 2 but does not, ...
- Tue Feb 22, 2022 8:12 pm
- Forum: Minor issues
- Topic: [1.1.53] Circuit entities receive their own sent signals twice when using both wires
- Replies: 1
- Views: 1020
[1.1.53] Circuit entities receive their own sent signals twice when using both wires
Set a train station to send train count on signal C, and enable on C<2. The station will run just fine, until you connect a second color of wire to it. Doesn't matter where the wires go or what else they do. As soon as the station outputs C=1 on both wires it will receive C=1+1 and disable itself. T...
- Wed Feb 16, 2022 5:23 am
- Forum: Not a bug
- Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
- Replies: 2
- Views: 1332
[1.1.53] Off-center collision box allows rotation into colliding orientation
local entity = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) entity.name = "turntable" entity.collision_box = {{0.0, 0.0}, {1.5, 1.5}} data:extend({entity}) This entity has an off-center collision box. If you place it and rotate it such that th...
- Wed Feb 16, 2022 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] Off-center collision box misbehavior when rotating entity
- Replies: 2
- Views: 2552
[1.1.53] Off-center collision box misbehavior when rotating entity
local entity = table.deepcopy(data.raw["constant-combinator"]["constant-combinator"]) entity.name = "turntable" entity.collision_box = {{0.0, 0.0}, {1.5, 1.5}} data:extend({entity}) This entity has an off-center collision box. Sadly I couldn't make it farther off cente...
- Wed Feb 16, 2022 4:36 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 154022
Re: 3 and 4 way intersections
they both have the same size, but a wildly different footprint. If we include a size based score, all the square shaped junctions would rank at the top, even though the second shape can often be more "space efficient" as it only uses low value space along the straights. Bounding rectangle...
- Thu Feb 10, 2022 1:11 pm
- Forum: Won't implement
- Topic: Curved rail collision box
- Replies: 0
- Views: 855
Curved rail collision box
I would like to be able to modify the collision boxes for the curved rail (or a custom third rail type, actually). Could they be exposed in the data rather than the dummy 4x4 box there now? { type = "curved-rail", name = "curved-rail", collision_box = {{-2, -2}, {2, 2}}, -- has c...
- Wed Feb 09, 2022 10:53 pm
- Forum: Not a bug
- Topic: [1.1.53] Wider wire sprites do not affect vertical wires
- Replies: 1
- Views: 1002
[1.1.53] Wider wire sprites do not affect vertical wires
https://mods.factorio.com/mod/ThickerLines is a mod that makes the wire sprites thicker/wider/bulkier so they are more visible. It works great, except for vertical wires which stubbornly remain 1 pixel wide. Example: Screenshot_2022-02-09_17-51-40.png Suggested fix: For wires closer to vertical than...
- Wed Feb 09, 2022 6:46 pm
- Forum: Questions, reviews and ratings
- Topic: Train Mods Roundup
- Replies: 5
- Views: 8790
Train Mods Roundup
Trains in vanilla Factorio are quite useful, especially since the train limit feature was introduced. There are, however, some areas in which they fall short. Dealing with many trains can be tedious in the default UI. Sometimes you want or need smarter control over train behavior, especially when pl...
- Mon Feb 07, 2022 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64129
Re: Train station skipping conditions
https://mods.factorio.com/mod/TrainSkipFulfilledStation
https://mods.factorio.com/mod/BetterTrainBehavior
seem to do most of what I originally requested here, with every train skipping stations whose conditions are already met.
https://mods.factorio.com/mod/BetterTrainBehavior
seem to do most of what I originally requested here, with every train skipping stations whose conditions are already met.
- Fri Jan 28, 2022 5:37 pm
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 2401