I recently posted a bug report about the website. It was deleted, not moved, and I got no notifications. Can I have an explanation?
Would have been nice to know if I posted in the wrong place, or *why* the removal
Search found 108 matches
- Fri Aug 23, 2024 11:36 pm
- Forum: This Forum
- Topic: Bug Report Deleted?
- Replies: 3
- Views: 1342
- Fri Feb 16, 2024 3:48 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 114816
Re: Friday Facts #384 - Combinators 2.0
Instead of outputting a random signal, how about iterating through each index?
- Fri Jan 19, 2024 12:11 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 47667
Re: Friday Facts #394 - Assembler flipping and circuit control
Thanks for listening to our feedback regarding bulk/stack inserters. I'm happy to see that was switched. I recommend releasing an update in the 1.x branch with the name change to make is less of a harsh transition in 2.0.
- Fri Jan 12, 2024 12:46 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 97011
Re: Friday Facts #393 - Putting things on top of other things
I'm curious why you didn't just set blacklist to be the default instead of adding a new UI element.
I think it is because blacklist filter also means it waits for you to set the filter, just like the filter inserters did before.
That wouldn't make sense. If you're blacklisting nothing, it ...
- Fri Jan 12, 2024 12:08 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 97011
Re: Friday Facts #393 - Putting things on top of other things
I'm curious why you didn't just set blacklist to be the default instead of adding a new UI element.
- Fri Dec 15, 2023 1:18 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 51326
Re: Friday Facts #389 - Train control improvements
IMO this makes LTN and Cybersyn almost irrelevant. Would only like to change priorities of stations, maybe there is a way to do this as well i just have not realized yet.
With interrupts being executed in order, you could put your higher priority stations higher in the list, and they'd be ...
- Fri Dec 15, 2023 1:15 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 51326
Re: Friday Facts #389 - Train control improvements
Someone on Reddit suggested a condition that would test against remaining fuel Mj. This way you don't need to test for low specific fuel type(s). If fuel Mj is low, go refuel. If you change fuel type in the refueling station later on, the train doesn't even need to know.
With the fact that I ...
- Sat Sep 30, 2023 3:39 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 148658
Re: Friday Facts #378 - Trains on another level
I concur with some of the others, when they mentioned that trains should slow down when going up a ramp. Going uphills can certainly impact speed, and I'd imagine it should translate here as well.
- Mon Sep 11, 2023 11:52 am
- Forum: Outdated/Not implemented
- Topic: Train station priority to complement train station limits.
- Replies: 13
- Views: 7107
Re: Train station priority to complement train station limits.
I understand this is in the not implemented, but I wanted to put a take on this, in the hopes it can be reopened (Instead of making an entirely new thread).
I think the one thing for me that sets back the train system in vanilla is the need for priorities, and I do believe a lot of the things ...
I think the one thing for me that sets back the train system in vanilla is the need for priorities, and I do believe a lot of the things ...
- Fri Sep 01, 2023 11:07 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 89105
Re: Friday Facts #374 - Smarter robots
These are some nice changes. I'm curious though, how much these extra calculations (Flight time, etc) are going to effect UPS. Bots are cornerstones of megabases, and I can see this potentially really effecting UPS.
- Fri Aug 25, 2023 11:09 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 135337
Re: Friday Facts #373 - Factorio: Space Age
The way those engines come to life in that image is amazing. I'm super pumped for this expansion. Played through space exploration twice, once with Krastorio.
- Tue Jun 06, 2023 8:01 pm
- Forum: Modding interface requests
- Topic: Tooltips: A better way to modify them via modding
- Replies: 2
- Views: 1185
Tooltips: A better way to modify them via modding
I'd like to improve how tooltips work, to give better control to developers on how they're drawn on the screen.
For example, right now, I'm trying to make an entity that is a cross between an Arithmetic Combinator, and a Constant Combinator. It has Inputs, and based on some data, it will have ...
For example, right now, I'm trying to make an entity that is a cross between an Arithmetic Combinator, and a Constant Combinator. It has Inputs, and based on some data, it will have ...
- Thu Dec 01, 2022 3:41 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 75973
Re: mute the game while alt-tabbed
Just to follow up on this again, found this thread posted a month ago:
https://www.reddit.com/r/factorio/comme ... _of_focus/
https://www.reddit.com/r/factorio/comme ... _of_focus/
- Sun Nov 27, 2022 1:18 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 75973
Re: mute the game while alt-tabbed
Is this feature really that hard to implement?.. Many games have it like Path of Exile, Dota 2, even saw it in Darkest Dungeon... If I didn't knew, I would bet everything that Factorio is one of the games where it definitely should have been as I think many people often stay AFK... As for me ...
- Tue Mar 15, 2022 10:09 pm
- Forum: Logistic Train Network
- Topic: License Change
- Replies: 9
- Views: 3640
License Change
Optera!
I love LTN, and the amazing work you put in to this great mod. I use it pretty much in all my saves, and it really has been a life saver. After seeing a lot of your recent posts mention that you no longer play the game, have you thought about making your license a bit more permissive so ...
I love LTN, and the amazing work you put in to this great mod. I use it pretty much in all my saves, and it really has been a life saver. After seeing a lot of your recent posts mention that you no longer play the game, have you thought about making your license a bit more permissive so ...
- Tue Mar 15, 2022 9:50 pm
- Forum: Logistic Train Network
- Topic: Temp. Stations. Setting to disable them?
- Replies: 12
- Views: 5621
Re: Temp. Stations. Setting to disable them?
They are intended to make the train go to the exact station in the case of duplicate stations. You say this is an "ugly workaround", but what harm does it do? It doesn't affect the delivery in the slightest, it will still go the same route it did if it didn't have the temporary stop. The only notice ...
- Tue Mar 15, 2022 6:28 am
- Forum: Gameplay Help
- Topic: How can I accurately know the number of items in a blueprint?
- Replies: 3
- Views: 3988
Re: How can I accurately know the number of items in a blueprint?
It's not pretty, but I was bored, and created a simple lua function to do what you're asking:
/c script.on_event(defines.events.on_gui_opened,function(event)
if event.item == nil then return end
if event.item.type ~= "blueprint" then return end
for k, v in pairs(event.item.cost_to_build) do ...
/c script.on_event(defines.events.on_gui_opened,function(event)
if event.item == nil then return end
if event.item.type ~= "blueprint" then return end
for k, v in pairs(event.item.cost_to_build) do ...
- Tue Mar 15, 2022 5:20 am
- Forum: Gameplay Help
- Topic: How can I accurately know the number of items in a blueprint?
- Replies: 3
- Views: 3988
Re: How can I accurately know the number of items in a blueprint?
I personally like using this mod: https://mods.factorio.com/mod/LogisticRequestManager
You can drag the blueprint to the blueprint icon in the bar (Assuming it's in your inventory and not in game blueprints), and it will create requests for all the items. Then you can drill into the requests and ...
You can drag the blueprint to the blueprint icon in the bar (Assuming it's in your inventory and not in game blueprints), and it will create requests for all the items. Then you can drill into the requests and ...
- Tue Mar 15, 2022 5:07 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 851130
Re: We support Ukraine
You know you can open them an in incognito window, right? This wont affect any of your precious youtube recommendations.
- Tue Mar 01, 2022 6:21 pm
- Forum: Logistic Train Network
- Topic: LTN overrequests for certain stops, and jams production
- Replies: 11
- Views: 5001
Re: LTN overrequests for certain stops, and jams production
Can you explain what belt latency is?
I measured my longest belt with items on it. Even 355 x 4 belts, would be about ~ 1200 items. One full load is 160 stacks, so that would be 32000 chips. I don't see how LTN could request a full load and bring my LTN signal > 10k.
https://i.imgur.com/VNqXnpI ...
I measured my longest belt with items on it. Even 355 x 4 belts, would be about ~ 1200 items. One full load is 160 stacks, so that would be 32000 chips. I don't see how LTN could request a full load and bring my LTN signal > 10k.
https://i.imgur.com/VNqXnpI ...