Search found 108 matches
- Fri Nov 15, 2024 12:56 am
- Forum: Duplicates
- Topic: [2.0.15] Disabled inserters holding item will still insert into train car
- Replies: 13
- Views: 1618
Re: [2.0.15] Disabled inserters holding item will still insert into train car
https://forums.factorio.com/viewtopic.php?f=11&t=49170
Not necessarily a bug. Inserters finish dropping what they are holding when disabled.
But seeing this use case I believe it is better to have them keep the item in hand if disabled.
This change will break some contraptions, but let me know ...
- Fri Nov 15, 2024 12:46 am
- Forum: This Forum
- Topic: Filter Inserter Rank is outdated
- Replies: 3
- Views: 724
Filter Inserter Rank is outdated
Maybe a freshup of the forum ranks, for the space-age update?
- Thu Nov 14, 2024 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 37
- Views: 6132
Re: Quality options for chests and trains
My biggest gripe is none of this is configurable. Mod creators can't edit the quality options at all. They're all hard-coded. I don't understand how at this point they don't realize that mod developers want access to this stuff.
Optimization and moddability are usually in opposition, and ...
- Thu Nov 14, 2024 10:08 pm
- Forum: Duplicates
- Topic: decider does not process molten copper correctly (resolved)
- Replies: 4
- Views: 658
Re: decider does not process molten copper correctly
I think you got the recipe and not the actual fluid. Make sure you're using the molten signals on the fluid tab.
I encountered this issue too. Maybe a way to differentiate the icons better?
I encountered this issue too. Maybe a way to differentiate the icons better?
- Thu Nov 14, 2024 10:06 pm
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 37
- Views: 6132
- Thu Nov 14, 2024 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 37
- Views: 6132
Re: Quality options for chests and trains
My biggest gripe is none of this is configurable. Mod creators can't edit the quality options at all. They're all hard-coded. I don't understand how at this point they don't realize that mod developers want access to this stuff.
- Thu Nov 14, 2024 6:48 am
- Forum: Modding interface requests
- Topic: Add more ways for quality to affect items
- Replies: 22
- Views: 3959
Re: [2.0.14] Add more ways for quality to affect items
+1. I think mods should be able to customize qualities of existing items as well as custom buildables
- Thu Nov 14, 2024 6:05 am
- Forum: Ideas and Suggestions
- Topic: Ice platform needs a shorter crafting time.
- Replies: 5
- Views: 2098
Re: Ice platform needs a shorter crafting time.
Have you played Sea Block!?
- Thu Nov 14, 2024 5:35 am
- Forum: Duplicates
- Topic: [kovarex] [2.0.17] Changing quality should not reset planet import
- Replies: 2
- Views: 433
[kovarex] [2.0.17] Changing quality should not reset planet import
When on a space platform, and you're choosing a planet to import, changing the quality of an item should not reset the planet of import.
Steps to Reproduce:
On a space platform add a request
Choose Recycler
From the planet dropdown, change from Fulgora => Nauvis
Click Uncommon Quality Button ...
Steps to Reproduce:
On a space platform add a request
Choose Recycler
From the planet dropdown, change from Fulgora => Nauvis
Click Uncommon Quality Button ...
- Wed Nov 13, 2024 9:29 am
- Forum: Ideas and Suggestions
- Topic: Add 'Asteroids Caught/Collected' Stat to Collector GUI
- Replies: 1
- Views: 246
Add 'Asteroids Caught/Collected' Stat to Collector GUI
TL;DR
Just like assemblers have a "Products Finished" stat, it would be useful to show the total count of asteroids each collector has caught in the GUI.
What?
Add a simple stat to the asteroid collector's GUI that shows the total number of asteroids caught, similar to the "Products Finished ...
Just like assemblers have a "Products Finished" stat, it would be useful to show the total count of asteroids each collector has caught in the GUI.
What?
Add a simple stat to the asteroid collector's GUI that shows the total number of asteroids caught, similar to the "Products Finished ...
- Wed Nov 13, 2024 1:24 am
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 12219
Re: Gleba early game should be made easier significantly
1. Early game enemies are shockingly easy to kill on gleba. Watching YamaKara in YouTube, he singlehandedly destroyed nests and enemies with 2 personal laser defenses.
2/3. Spoilage is the whole point of gleba. The tutorials try to give you a deep dive into what's to be expected, and if you make it ...
2/3. Spoilage is the whole point of gleba. The tutorials try to give you a deep dive into what's to be expected, and if you make it ...
- Mon Nov 11, 2024 5:09 pm
- Forum: Won't implement
- Topic: Move GUI interfaces from C++ to Lua
- Replies: 11
- Views: 1520
Re: Move GUI interfaces from C++ to Lua
I’m comfortable saying this will never happen.
I understand this was quite a broad request, but the implications if this could be implemented would be enormous. Coming from World of Warcraft, and trying to dive into Factorio lua, I just straight up threw my hands in the air and said F this to ...
- Mon Nov 11, 2024 5:04 pm
- Forum: Won't implement
- Topic: Move GUI interfaces from C++ to Lua
- Replies: 11
- Views: 1520
Re: Move GUI interfaces from C++ to Lua
This leads modders to the "Nuclear Option": completely replacing a vanilla interface just to add something small, like a button.
That's why anchored frames exist.
Anchored frames are a kludgy workaround. The frame appears disjointed, and even if styled right, still has to appear outside the ...
- Mon Nov 11, 2024 3:31 pm
- Forum: Duplicates
- Topic: Gleba - Ship stuck "Waiting for rocket to arrive" while Rocket Silo stuck with incomplete request
- Replies: 9
- Views: 1257
Re: Gleba - Ship stuck "Waiting for rocket to arrive" while Rocket Silo stuck with incomplete request
I encountered this issue more than a few times
- Mon Nov 11, 2024 1:35 pm
- Forum: Won't implement
- Topic: Move GUI interfaces from C++ to Lua
- Replies: 11
- Views: 1520
Re: Move GUI interfaces from C++ to Lua
Uh, this is one of the broadest scope suggestion i have ever seen and i can already tell you noone is going to do this. Guis inherently have to not be part of game state as multiple things in gui are part of latency hiding and a lot of it needs to send input actions, generate tooltips based on ...
- Mon Nov 11, 2024 12:13 pm
- Forum: Won't implement
- Topic: Move GUI interfaces from C++ to Lua
- Replies: 11
- Views: 1520
Move GUI interfaces from C++ to Lua
TL;DR
Request: Move all GUI elements from C++ to Lua to improve extensibility for modders.
What?
I’m requesting that Factorio’s GUI elements, currently implemented in C++, be fully migrated to Lua. This shift would allow mods to directly extend, modify, and integrate with the GUI elements ...
Request: Move all GUI elements from C++ to Lua to improve extensibility for modders.
What?
I’m requesting that Factorio’s GUI elements, currently implemented in C++, be fully migrated to Lua. This shift would allow mods to directly extend, modify, and integrate with the GUI elements ...
- Sun Nov 10, 2024 5:27 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.14] Don't reset the ctrl+F filter when ghost entity is built (replaced by real entity)
- Replies: 3
- Views: 519
Re: [2.0.14] Don't reset the ctrl+F filter when ghost entity is built (replaced by real entity)
Can't tell you how many times this has happened to me. Not just Ctrl+F, but inserter settings, use filters, any popup gets reset after the ghost gets built. Def frustrating.
- Sun Nov 10, 2024 8:32 am
- Forum: Ideas and Suggestions
- Topic: [Space Age] Allow cargo landing pad to specify a minimum drop size
- Replies: 13
- Views: 4753
Re: [Space Age] Allow cargo landing pad to specify a minimum drop size
As kind of a workaround, I found that creating a simple timer, and pulsing the cargo landing pad with a calcite request once every minute helps reduce the # of times cargo pods are dropped down.
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- Sun Nov 10, 2024 5:04 am
- Forum: Ideas and Suggestions
- Topic: Add fluid damage modifier of the oil types in the Factoriopedia
- Replies: 2
- Views: 559
- Sat Nov 09, 2024 10:30 am
- Forum: Ideas and Suggestions
- Topic: Assembling Machine circuit control should select the highest valid signal
- Replies: 2
- Views: 873
Re: Assembling Machine circuit control should select the highest valid signal
I came here seeking the same thing. Just because inserters do not work this way, doesn't mean that assemblers should too. I think the first valid highest signal should be chosen.