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Search found 431 matches
- Wed Jul 29, 2020 6:02 pm
- Forum: Minor issues
- Topic: on_area_cloned an automatic locomotive changes to manual
- Replies: 2
- Views: 550
Re: on_area_cloned an automatic locomotive changes to manual
Relatedly: After a train is cloned, it continues to show notifications at its previous location, if you manually set it back to automatic so it tries repathing.
- Fri Jul 24, 2020 11:50 pm
- Forum: Ideas and Suggestions
- Topic: "Recipe to blueprint" hotkey
- Replies: 4
- Views: 998
Re: "Recipe to blueprint" hotkey
How should that work, if this item can be produced in some entities? For example the three levels of assembly machines. It could make a blueprint book that lets you cycle through the machine options if there are multiple. Oh, nice. That's a built-in UI without additional considerations (localizatio...
- Thu Jul 23, 2020 10:09 pm
- Forum: Ideas and Suggestions
- Topic: "Recipe to blueprint" hotkey
- Replies: 4
- Views: 998
"Recipe to blueprint" hotkey
TL;DR New hotkey / UI element to quickly create a clipboard/temporary blueprint for ghosting down a machine with the recipe already set, directly from the crafting menu , skipping the step of placing the machine and searching for the recipe in it [again]. What ? Instead of: Searching for the recipe...
- Fri Jul 17, 2020 10:58 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 33188
Re: Friday Facts #356 - Blueprint library for real
The ending of the intro is incredibly heartwarming. Such tales of personal life struggles and recovery illustrate just how humanity finds strength in the diversity of perspectives and interactions we bring to the table together. Remembering the human in all things, even as we unleash the power of au...
- Fri Jun 26, 2020 5:39 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 12233
Re: Friday Facts #353 - Trailer update
It could easily (and probably should) include "Factorio 0.X, <YEAR>" for the various snapshots, but that should not need translation either.

- Sat Jun 20, 2020 1:29 am
- Forum: General discussion
- Topic: Criticism of the 0.18.32 fluid mixing changes.
- Replies: 11
- Views: 3001
Re: Criticism of the 0.18.32 fluid mixing changes.
For what it's worth, I was reinventing the wheel, as others posted multi-fluid single-pipe refinery outputs ages before the mixing was disabled. The main point I would like to make is that feeding flamethrower turrets is a good argument for being able to mix fluids (upgrading from lower damage bonus...
- Sat Jun 20, 2020 1:07 am
- Forum: Implemented Suggestions
- Topic: Fluid Tank fluid count rounding
- Replies: 14
- Views: 3626
Re: Fluid Tank fluid count rounding
Also here to support the change to fluid rounding, at least within 0 < X < 1. If fluids were ever changed in the future to have full precision at the circuit level (unlikely, but who knows), this behavior would no longer be needed as any amount of fluid would create a non-zero signal...but if that n...
- Sat May 30, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: Market GUI search
- Replies: 0
- Views: 237
Market GUI search
For consistency's sake (and potential modded situations) the market UI could use a search field:
- Sat May 30, 2020 3:46 am
- Forum: Ideas and Suggestions
- Topic: Better readability for big numbers on tooltip
- Replies: 3
- Views: 702
Re: Better readability for big numbers on tooltip
It should show the exact values for as long as possible, so that you can differentiate between action taken between two times, and no action taken. Rounding removes this resolution and much of the value usefulness in certain circumstances. Similar issues have existed in other places with rounding, a...
- Fri May 22, 2020 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Energy input flow limit not respected by providers
- Replies: 6
- Views: 1407
Re: [0.15.34] Energy input flow limit not respected by providers
The base game's mechanics do change the flow rate of entities, with module effects and the special behaviors of the rocket silo for example. Interesting. A way to get around this limitation would be to "consume" energy with an invisible, arbitrarily moduled crafting machine and tracking re...
- Fri May 22, 2020 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Energy input flow limit not respected by providers
- Replies: 6
- Views: 1407
Re: [0.15.34] Energy input flow limit not respected by providers
It used to be writable per-entity at runtime, not just at the data stage. I apologize for necroing this topic; it was prompted by https://mods.factorio.com/mod/Induction ... 000b3f48e4
- Fri May 22, 2020 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Energy input flow limit not respected by providers
- Replies: 6
- Views: 1407
Re: [0.15.34] Energy input flow limit not respected by providers
For the record, optimization removed the ability to do the desired control of electric flow without an on_tick event adjusting the electric buffer size.
The bug may have been resolved, but it was by amputation, and at the expense of modded electricity handling efficiency.
The bug may have been resolved, but it was by amputation, and at the expense of modded electricity handling efficiency.

- Fri May 15, 2020 3:28 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 16030
- Sat May 02, 2020 7:04 am
- Forum: Gameplay Help
- Topic: Radars marked for deconstruction eventually loose that marking?
- Replies: 5
- Views: 820
Re: Radars marked for deconstruction eventually loose that marking?
Essentially, it has come to my attention that the planner timers are all over the place with design balance at the moment. Blueprint ghosts: Infinite Destruction ghosts: 7 days Upgrade planner: Infinite Deconstruction planner: 5 hours On top of that, the only planner state with a visual timer (remna...
- Fri Apr 10, 2020 9:16 pm
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 10419
Re: Friday Facts #342 - The new old tutorial
I would love it if the scenario script had resource meteorites fall and create fresh deposits if you "failed," but understandably that could also give the wrong idea about how finite maps work in general. Just to confirm: The new old tutorial (First Steps) will end with the car, rather tha...
- Fri Apr 03, 2020 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Alt-F4 equals crash while dead
- Replies: 1
- Views: 1086
[0.18.17] Alt-F4 equals crash while dead
Crashes from the following steps after loading the attached save: 1. Nuke self 2. Hit Respawn 3. Alt-F4 before the respawn timer finishes In case it hasn't been incorporated into your workflow yet, consider loading the game with the mods outside of debug mode so it's faster, then falling back to the...
- Wed Mar 25, 2020 7:14 pm
- Forum: Won't implement
- Topic: /swap-players event handler
- Replies: 3
- Views: 850
/swap-players event handler
Using /swap-players breaks some mods without a clean way to handle it. Discovered as a result of Klonan's Construction Drones ceasing to function.
- Mon Mar 23, 2020 7:27 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 51687
Re: Friday Facts #339 - Beacon HR + Redesign process
A frame of animation from the beacon in Factorio 0.6, for historical perspective:
The return to electrical arcs (blue here, across the top and somewhat in the middle) is an interesting cycle of design iteration.- Mon Mar 23, 2020 10:07 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 51687
Re: Friday Facts #339 - Beacon HR + Redesign process
I do like the idea of a design that has some openness to it, allowing visibility of the ground tiles underneath. That would help beacons blend into the background aesthetic of choice, re-focusing the overall appearance of a production area on the production machines themselves. Another thing that oc...
- Sun Mar 22, 2020 3:20 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 51687
Re: Friday Facts #339 - Beacon HR + Redesign process
Improving the speed and efficiency of a machine by transmitting 'signals' to it never made much sense to me. Why not represent beacons as external cooling and waste-heat recovering units? With several pipes running into the ground, hinting at underground connections to nearby buildings (or perhaps ...