There's infinite-trash-filter-slots by default in the game, and trash slots themselves are basically just extra inventory slots. With inventory space already being an infinite research, I don't really see the point of making the list of stuff longer for no major benefit :/.BHakluyt wrote:extra trash slots
Search found 51 matches
- Fri Feb 02, 2018 11:20 pm
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 11248
Re: [MOD 0.16] Quality of Life research
- Tue Jan 30, 2018 12:36 am
- Forum: Gameplay Help
- Topic: Specify belt throuput
- Replies: 10
- Views: 4630
Re: Specify belt throuput
Thank you all for the help. 500 was just an example. Im building a factory with belt pulling by demand. Im trying to learn how to make this things so I can adjust a different value according to my needs So the belts have this throughput: Yellow: 800 items/min Red: 1600 items/min Blue: 2400 items/mi...
- Sun Jan 28, 2018 8:40 pm
- Forum: Gameplay Help
- Topic: Specify belt throuput
- Replies: 10
- Views: 4630
Re: Specify belt throuput
[see revised post below]
- Sat Jan 27, 2018 2:07 pm
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 11248
Re: [MOD 0.16] Quality of Life research
Version 2.2.x has fixed issues with effects not being set properly. I have put a workaround in place that should prevent any issues with regards to this happening now. Right now, the only thing that should cause the effects to get out of sync is manually un-researching a technology with a command (...
- Thu Jan 11, 2018 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.1] Items on belt creeping forward at specific position
- Replies: 26
- Views: 17710
Re: [kovarex] [16.1] Items on belt creeping forward at specific position
This particular behaviour is only happening when the belt is a circle As you can very clearly see on the video I linked , it happens on straight track. It seems to be when a transition from white to blue state happens. 12 seconds in, the item after the second set of inserters on the left jumps forw...
- Thu Jan 11, 2018 12:55 am
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 50464
Re: Version 0.16.16
And another feature bites the dust. I don't see why these changes are bundled together, there's nothing prohibiting the per-item nature, and still having lanes separated. Separating the lanes avoids the issue people complain about, the per-item behavior is what facilitates the sorters and priority s...
- Sat Jan 06, 2018 11:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.15] (Minor & API docs) Technology effect quick-bar-count
- Replies: 3
- Views: 1360
Re: [16.15] (Minor & API docs) Technology effect quick-bar-count
I initially implemented my code using the text it said in the docs "quick-bars-count", but this did not work, in figuring out why, I found it was actually called "quick-bar-count". Both LuaTechnology.effects and LuaTechnologyPrototype.effects (the only two that seem to use the Mo...
- Sat Jan 06, 2018 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.15] (Minor & API docs) Technology effect quick-bar-count
- Replies: 3
- Views: 1360
[16.15] (Minor & API docs) Technology effect quick-bar-count
The effect that increases the number of quick bars is called "quick-bar-count", as seen below: { type = "technology", name = "toolbelt", effects = { { type = "quick-bar-count", modifier = 1 } }, ... }, The documentation states it's "quick-bar s -count&quo...
- Fri Jan 05, 2018 8:32 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346202
Re: Friday Facts #224 - Bots versus belts
As many have stated, I don't really see the point in nerfing logistic robots, because for more throughput, you build more bots, for more power, you build more solar. I think there are two keys design points that should be kept in mind: Allow people to play according to their playstyle. Factorio has ...
- Fri Jan 05, 2018 2:51 pm
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 11248
Re: [MOD 0.15] Quality of Life research
if you need some extra input to help troubleshoot this let me know, but it seems like something you mentioned yourself on the changelog for version 1.0 and i'm guessing 0.16 might have broken your safeguard for migrations that affect these values If you could supply me a list of mods you were using...
- Mon Dec 18, 2017 12:30 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 58612
Re: Friday Facts #221 - 0.16 is out
Having read all replies, it seems most people are either for: letting everything compress, or at least letting sideloading compress again. Personally I think, going from 4 methods (splitters, inserting on undergrounds, sideloading, and circuit timed insertion) to compress a belt to only splitters is...
- Sun Dec 17, 2017 6:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.1] Items on belt creeping forward at specific position
- Replies: 26
- Views: 17710
Re: [16.1] Items on belt creeping forward at specific position
I've just ran some tests with compressing belts with the circuit network, and this bug is preventing that from functioning too. It feels safe to assume that any combinator contraptions relying on the timings of belts are broken in 0.16, even those that don't sideload, or rely on compression. This se...
- Fri Dec 15, 2017 4:22 pm
- Forum: Duplicates
- Topic: [16.2] Compressed corner decompressing partially
- Replies: 5
- Views: 1360
Re: [16.2] Several items with extreme compression on a belt
Yes, I just did some testing with this, and it seems to have probably originated from something along these lines, but the decompression is indeed very weird, so I'm going to rename the topic to indicate that's what's happening.
Video https://youtu.be/PW3X2e1jsdw
Video https://youtu.be/PW3X2e1jsdw
- Fri Dec 15, 2017 4:11 pm
- Forum: Duplicates
- Topic: [16.2] Compressed corner decompressing partially
- Replies: 5
- Views: 1360
[16.2] Compressed corner decompressing partially
After a belt is compressed beyond normal by rotating a corner, it'll decompress in a weird manner. The stack only gets decompressed partially. Video https://youtu.be/PW3X2e1jsdw Original report below Example I spotted this yesterday in a factory I started in multiplayer vanilla 0.16.0 (and still no ...
- Fri Dec 15, 2017 3:57 pm
- Forum: Not a bug
- Topic: [Rseding91] [16.3] swap_stack broken with empty LuaItemStack and cursor
- Replies: 1
- Views: 831
[Rseding91] [16.3] swap_stack broken with empty LuaItemStack and cursor
If the player has an item from the quickbar in his hand, whilst a script executes swap_stack, and the stacks involved are both the one the player has in their cursor and an empty LuaItemStack , it will fail and return false. Expected: Swap happens the same as it would when there is an item in the la...
- Thu Dec 14, 2017 3:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 59579
Re: [0.16.0] Sideloading works compeltely different now
I did test belt based sorters, and they seem fine, so probably not.The Eriksonn wrote:Could it be this that broke my splitter based sorting furnace?
- Thu Dec 14, 2017 11:23 am
- Forum: Duplicates
- Topic: [0.16.1] Checkboxes not raising `on_gui_click`
- Replies: 5
- Views: 2260
Re: Checkboxes not raising `on_gui_click`
Strange that the docs say this. I've done a lot of GUI stuff in latest 0.15, and checkboxes definitely did not fire the on_click event. I think it's a mistake to make two events input events fire for one action though. If your code can handle it fine, you can just use the same function as event hand...
- Thu Dec 14, 2017 2:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 59579
Re: [16.0] Sideloading no longer compresses belt
This is a major change to how the game works. If it is intended by the devs, they should at least explictly tell this in the change log. If not, it should be considered a bug imo. I agree, these changes should've been mentioned in the changelog. But afaik in 0.15 there are only 4 ways to fully comp...
- Wed Dec 13, 2017 7:03 pm
- Forum: Not a bug
- Topic: [kovarex] [16.0] Inserting on underground belt behaves different
- Replies: 24
- Views: 26224
Re: [kovarex] [16.0] Inserting on underground belt behaves different
Understandable, although a well known trick among veteran players, it not very intuitive. I've been doing a bit more testing, and it seems that out of the 3 ways to compress previously, only splitters remain. Sideloading now also no longer compresses: https://forums.factorio.com/viewtopic.php?f=7&am...
- Wed Dec 13, 2017 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 59579
[Kovarex] [0.16.0] Sideloading works completely different now
Since 0.16.0 sideloading onto a belt no longer increases its compression, something that was added in 0.13.0.
Video: https://youtu.be/uvBmadktii8
Video: https://youtu.be/uvBmadktii8