Forgive my pedantry: while it’s correct that the “item on ground” filter ignores items on belts, items don’t spill on belts in the first place anymoreTertius wrote: Sun Sep 18, 2022 1:39 pmHowever, items that got dropped onto belts cannot be reclaimed this way.
Search found 797 matches
- Sun Sep 18, 2022 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 10223
Re: Cancel craft when full inventory
- Fri Sep 16, 2022 3:23 pm
- Forum: Modding interface requests
- Topic: Features of Infinite ressource
- Replies: 14
- Views: 3971
Re: Infinite ressource like Oil doesn't respect minimum property for depletion
You could replace a “depleted” infinite resource that has more than 20% yield with a new infinite resource with the same yield. It’s yield would then decrease further towards 20% yield until on_resource_depleted is called again.
- Sat Sep 10, 2022 8:52 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Factorio freezes always at the exact same moment
- Replies: 8
- Views: 4750
Re: [1.1.68] Factorio freezes always at the exact same moment
Rseding91 wrote: Fri Sep 09, 2022 5:07 pm I've improved the performance of this specific case for the next release
- Fri Sep 09, 2022 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Factorio freezes always at the exact same moment
- Replies: 8
- Views: 4750
Re: [1.1.68] Factorio freezes always at the exact same moment
May I asked how such wonders are achieved?
- Mon Sep 05, 2022 8:03 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 38704
Re: why prod mods are important
Just wanted to add that while PM3s are really expensive, it is always worth it crafting four of them for the rocket silo. They pay of even for the first rocket.
Also PM1s are relatively cheap. Their pay of time is quite short for most things. For example PM1s are cheaper than processing units. So ...
Also PM1s are relatively cheap. Their pay of time is quite short for most things. For example PM1s are cheaper than processing units. So ...
- Sat Sep 03, 2022 4:14 pm
- Forum: Implemented Suggestions
- Topic: New Game Support Languages on Steam
- Replies: 12
- Views: 4164
Re: New Game Support Languages on Steam
First of all I'm happy that the misunderstanding seems to be resolved.
I remember an FFF about contracting a team of professionnal translator maybe for the 1.0 release ? maybe what ssilk is saying is that only those langages are shown on steam because otherwise Wube could be misunderstood as ...
I remember an FFF about contracting a team of professionnal translator maybe for the 1.0 release ? maybe what ssilk is saying is that only those langages are shown on steam because otherwise Wube could be misunderstood as ...
- Wed Aug 31, 2022 10:15 am
- Forum: Implemented Suggestions
- Topic: New Game Support Languages on Steam
- Replies: 12
- Views: 4164
Re: New Game Support Languages on Steam
@ssilk as I understand the OP, they suggest that wube adds the languages that are already maintained on crowdin (for example Greek) to the steam page. Which makes total sence.
- Sat Aug 20, 2022 8:41 am
- Forum: Outdated/Not implemented
- Topic: Make inserters be able to grab from another inserter while the items is in the air
- Replies: 13
- Views: 4664
Re: Make inserters be able to grab from another inserter while the items is in the air
I honestly just don't understand your description of the design you have an issue with - but I would like to. That's why I was hoping for some images. 

- Sat Aug 20, 2022 6:18 am
- Forum: Outdated/Not implemented
- Topic: Make inserters be able to grab from another inserter while the items is in the air
- Replies: 13
- Views: 4664
Re: Make inserters be able to grab from another inserter while the items is in the air
I feel like some images could help understanding the problem you are facing and maybe even finding solutions that already exist in the game.
- Sat Aug 20, 2022 5:55 am
- Forum: Ideas and Suggestions
- Topic: Matching colors in production statistics screen when filtering for science packs
- Replies: 9
- Views: 2546
Re: Matching colors in production statistics screen when filtering for science packs
Agreed. What I would change instead is, that each item has a consistent color/look all over the game. Because I think that’s the most irritating thing of all.
The combination of color and different staggered lines or other things would give any item a unique look.
Yeah I was about to post a ...
- Sat Aug 13, 2022 1:16 pm
- Forum: Ideas and Suggestions
- Topic: Matching colors in production statistics screen when filtering for science packs
- Replies: 9
- Views: 2546
Re: Matching colors in production statistics screen when filtering for science packs
See also Science as a tabsheet .
They could implement it for the most obvious things and let modders do the rest. I think the graph is in general too convoluted so that most of the time you need to customise what it displays in order to make it readable. It however lacks a lot of options for that ...
They could implement it for the most obvious things and let modders do the rest. I think the graph is in general too convoluted so that most of the time you need to customise what it displays in order to make it readable. It however lacks a lot of options for that ...
- Wed Aug 10, 2022 2:41 pm
- Forum: Ideas and Suggestions
- Topic: Always capture trainstop names in blueprints
- Replies: 22
- Views: 11007
Re: train stations on by default
Having train fuel selected has no effect if trains are not also selected. The defaults are like this because they assume if you decide to check the trains box, you probably want fuel also.
True. However I can imagine how it could confuse new players. I think a better solution would be to either ...
- Wed Aug 10, 2022 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Always capture trainstop names in blueprints
- Replies: 22
- Views: 11007
Re: Always capture trainstop names in blueprints
[ick] Merged with older thread with the same suggestion.
- Sun Jul 31, 2022 7:12 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.61] Train not snapping to station on curved rail
- Replies: 4
- Views: 3604
Re: [1.1.61] Train not snapping to station on curved rail
Wouldn’t be so sure about that. See 101954
- Fri Jul 01, 2022 12:56 pm
- Forum: Duplicates
- Topic: [1.1.61] Hand icon doesn't change slot when switching item stack
- Replies: 2
- Views: 1082
[1.1.61] Hand icon doesn't change slot when switching item stack
Steps to reproduce:
- Open the player inventory
- Take an item stack
- Switch the item stack by clicking on another item stack
The hand item will remain in the slot from where you took the first item stack. I would expect, that the hand icon switches to the new slot.
It works as expected if you ...
- Open the player inventory
- Take an item stack
- Switch the item stack by clicking on another item stack
The hand item will remain in the slot from where you took the first item stack. I would expect, that the hand icon switches to the new slot.
It works as expected if you ...
- Tue Jun 28, 2022 11:25 am
- Forum: Translations
- Topic: German localization discussion
- Replies: 237
- Views: 147558
Re: German localization discussion
Fahrzeug finde ich ein sinnvolle Umschreibung. Zumindest unter die Definition vom Duden fällt auch definitiv ein Flugzeug:
u. a. mit Rädern, Kufen oder Tragflächen ausgerüstete Konstruktion mit Eigen- oder Fremdantrieb zur Beförderung von Personen und Lasten
Ansonsten würde ich noch Gefährt ...
u. a. mit Rädern, Kufen oder Tragflächen ausgerüstete Konstruktion mit Eigen- oder Fremdantrieb zur Beförderung von Personen und Lasten
Ansonsten würde ich noch Gefährt ...
- Fri Jun 17, 2022 5:05 am
- Forum: News
- Topic: [CLOSED] 2022 Mod Portal Survey
- Replies: 19
- Views: 8056
Re: 2022 Mod Portal Survey
I‘d suggest to just evaluate the question relative to each other and not individually. People just clicking anything because they didn’t want to answer the question in the first place will cancel out and the features that annoy the most people will be on the top of the list.
- Thu Jun 16, 2022 11:04 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.60] No path message on cargo wagon instead of locomotive
- Replies: 1
- Views: 1067
[1.1.60] No path message on cargo wagon instead of locomotive
I was messing around with trains today and I discovered the following weird behaviours:
1. When a train is pushed, the "no path" message appears on the first cargo waggon and not the locomotive.
2. The F4 show-train-no-path-details message returns an invalid train in this case.
3. When I try to ...
1. When a train is pushed, the "no path" message appears on the first cargo waggon and not the locomotive.
2. The F4 show-train-no-path-details message returns an invalid train in this case.
3. When I try to ...
- Tue May 24, 2022 5:15 pm
- Forum: Implemented mod requests
- Topic: alt_reverse_selection for Selection tools
- Replies: 7
- Views: 4775
Re: alt_reverse_selection for Selection tools
I won't deny that my specific use case might be a bit obscure. I think it's important to clarify that adding alt_reverse_selection would allow the following schema:
do something
do the opposite
reverse 1
reverse 2
That the fourth option doesn't exists, feels like a whole in the matrix to me ...
do something
do the opposite
reverse 1
reverse 2
That the fourth option doesn't exists, feels like a whole in the matrix to me ...
- Sun May 22, 2022 12:18 pm
- Forum: Implemented mod requests
- Topic: alt_reverse_selection for Selection tools
- Replies: 7
- Views: 4775
alt_reverse_selection for Selection tools
I would like to create a selection tool that does the following things:
selection = Do something to all selected entities.
reverse_selection = Do the opposite to all selected entities.
alt_selection = Do something to all not selected entities.
alt_reverse_selection = Do the opposite to all not ...
selection = Do something to all selected entities.
reverse_selection = Do the opposite to all selected entities.
alt_selection = Do something to all not selected entities.
alt_reverse_selection = Do the opposite to all not ...