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Re: Simple Questions and Short Answers

Posted: Sun Jul 06, 2025 3:38 pm
by Loewchen
Nemac wrote: Sun Jul 06, 2025 3:10 pm i want the 'programmable speaker' make a alert, if the connected chest is empty.
Set the condition to Everything = 0 (the red logic signal in the Virtual signals tab)

Re: Simple Questions and Short Answers

Posted: Tue Jul 08, 2025 9:15 pm
by brunzenstein
Hi everyone,
I’ve built a nice layout in my current map, but unfortunately I’ve made quite a mess with the red and green circuit wires.
I’d like to keep all my buildings and entities, but remove all red and green wires so I can redo the wiring from scratch.
Is there an easy way to do this, maybe via the editor mode or some other trick?
I’d prefer not to tear everything down and rebuild, just to get rid of the wires.
Any tips or step-by-step instructions would be greatly appreciated!
Thanks a lot!

Re: Simple Questions and Short Answers

Posted: Tue Jul 08, 2025 10:16 pm
by mmmPI
brunzenstein wrote: Tue Jul 08, 2025 9:15 pm I’d like to keep all my buildings and entities, but remove all red and green wires so I can redo the wiring from scratch.
Is there an easy way to do this, maybe via the editor mode or some other trick?
I don't think there is an easy way, that would require some complicated command. There are couple suggestion for the decon planner to be able to do so, but then it would leave all the connected entities with their previous settings which may not be desirable either... i think most of the time you're better off copy pasting the entity outside of wire range and putting it back where it was, possibly several at a time.

Maybe this mod ? https://mods.factorio.com/mod/wirestripper I haven't tested it

Re: Simple Questions and Short Answers

Posted: Wed Jul 09, 2025 7:35 am
by brunzenstein
mmmPI wrote: Tue Jul 08, 2025 10:16 pm
brunzenstein wrote: Tue Jul 08, 2025 9:15 pm I’d like to keep all my buildings and entities, but remove all red and green wires so I can redo the wiring from scratch.
Is there an easy way to do this, maybe via the editor mode or some other trick?
I don't think there is an easy way, that would require some complicated command. There are couple suggestion for the decon planner to be able to do so, but then it would leave all the connected entities with their previous settings which may not be desirable either... i think most of the time you're better off copy pasting the entity outside of wire range and putting it back where it was, possibly several at a time.

Maybe this mod ? https://mods.factorio.com/mod/wirestripper I haven't tested it
Thank you - the mod worked perfect

Re: Simple Questions and Short Answers

Posted: Thu Jul 10, 2025 8:01 pm
by jdrexler75
Is there a way to place legendary fish in a pond and have them stay legendary? I have too many of them and kind of want a legendary koi pond...

Re: Simple Questions and Short Answers

Posted: Thu Jul 10, 2025 10:34 pm
by nethus
jdrexler75 wrote: Thu Jul 10, 2025 8:01 pm Is there a way to place legendary fish in a pond and have them stay legendary? I have too many of them and kind of want a legendary koi pond...
No, all the fish you return to the water will lose their quality. See also this (refused) bug report:
Rseding91 wrote: Sun Nov 03, 2024 2:17 pm Thanks for the report. The simple solution here is the easiest it seems. Don't do that.

However, if enough people complain we could always remove the ability to put them into water.

Re: Simple Questions and Short Answers

Posted: Sat Jul 12, 2025 12:56 pm
by VCS
So how to remove floor before you got drones?

Re: Simple Questions and Short Answers

Posted: Sat Jul 12, 2025 1:00 pm
by Amarula
VCS wrote: Sat Jul 12, 2025 12:56 pm So how to remove floor before you got drones?
https://wiki.factorio.com/Stone_brick "Stone paths are placed using Left mouse button and can be removed by using Right mouse button while holding any kind of path. "

Re: Simple Questions and Short Answers

Posted: Tue Jul 15, 2025 1:51 pm
by kingramennoodle
Is there a mode/hotkey in which I can only place an item if a matching/similar blueprint ghost is already there? like when building a smelter stack pre-bots? it would make placing 100+ inserters less of a chore

Re: Simple Questions and Short Answers

Posted: Wed Jul 16, 2025 2:23 am
by Jap2.0
kingramennoodle wrote: Tue Jul 15, 2025 1:51 pm Is there a mode/hotkey in which I can only place an item if a matching/similar blueprint ghost is already there? like when building a smelter stack pre-bots? it would make placing 100+ inserters less of a chore
No. I believe the rationale is that making manual placement (and handcrafting and whatnot) easier reduces the incentive to automate things (in this case, with construction bots), and automation is kind of the point of the game.

Re: Simple Questions and Short Answers

Posted: Wed Jul 16, 2025 6:32 pm
by nethus
kingramennoodle wrote: Tue Jul 15, 2025 1:51 pm Is there a mode/hotkey in which I can only place an item if a matching/similar blueprint ghost is already there? like when building a smelter stack pre-bots? it would make placing 100+ inserters less of a chore
in principle, no. but there is one exception: power poles. you can place a blueprint, select the appropriate power pole and hold your mouse button whilst running around to place those. if you combine that with dragging belts, dragging furnaces if they don't have empty space between them, and then dragging to fill the remaining holes with inserters, you can put down an array of furnaces in no time, at the cost of some extra power poles.
afbeelding.png
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Re: Simple Questions and Short Answers

Posted: Fri Jul 18, 2025 6:44 pm
by jdrexler75
How to make higher quality biter eggs? Is recycling them the only way?

Re: Simple Questions and Short Answers

Posted: Fri Jul 18, 2025 7:32 pm
by crimsonarmy
jdrexler75 wrote: Fri Jul 18, 2025 6:44 pm How to make higher quality biter eggs? Is recycling them the only way?
Recycling with quality modules is the only way. I do not recommend doing this without artificial biter spawners as you need a lot of eggs.
Edit: Sorry I misremembered. See mmmPI's comment for some items you can use for upcycling.

Re: Simple Questions and Short Answers

Posted: Sat Jul 19, 2025 11:22 am
by mmmPI
crimsonarmy wrote: Fri Jul 18, 2025 7:32 pm
jdrexler75 wrote: Fri Jul 18, 2025 6:44 pm How to make higher quality biter eggs? Is recycling them the only way?
Recycling with quality modules is the only way. I do not recommend doing this without artificial biter spawners as you need a lot of eggs.
This appears wrong too me, as you can also recycle overgrowth soil, or productivity module 3, or any other item that include biter eggs as component, you don't necessarily need to recycle the eggs themselves

Re: Simple Questions and Short Answers

Posted: Sun Jul 20, 2025 10:40 am
by crimsonarmy
mmmPI wrote: Sat Jul 19, 2025 11:22 am
crimsonarmy wrote: Fri Jul 18, 2025 7:32 pm
jdrexler75 wrote: Fri Jul 18, 2025 6:44 pm How to make higher quality biter eggs? Is recycling them the only way?
Recycling with quality modules is the only way. I do not recommend doing this without artificial biter spawners as you need a lot of eggs.
This appears wrong too me, as you can also recycle overgrowth soil, or productivity module 3, or any other item that include biter eggs as component, you don't necessarily need to recycle the eggs themselves
Sorry I misremembered. I have now edited to post to correct the mistake.

Re: Simple Questions and Short Answers

Posted: Fri Aug 08, 2025 9:54 pm
by SaboteurKiev
jdrexler75 wrote: Fri Jul 18, 2025 6:44 pm How to make higher quality biter eggs? Is recycling them the only way?
I am building productivity legendary modules just all the time, and when I need legendary eggs, just recycle few hundred modules.

Re: Simple Questions and Short Answers

Posted: Sat Aug 09, 2025 3:12 pm
by jdrexler75
mmmPI wrote: Sat Jul 19, 2025 11:22 am you can also recycle overgrowth soil, or productivity module 3, or any other item that include biter eggs as component, you don't necessarily need to recycle the eggs themselves
SaboteurKiev wrote: Fri Aug 08, 2025 9:54 pm I am building productivity legendary modules just all the time, and when I need legendary eggs, just recycle few hundred modules.
Sorry I should've said, it's the higher quality prod modules that I need them for... and recycling yield is just too low. So I would've liked a more efficient way to produce them in larger quantities but I guess it's not so easy.

Re: Simple Questions and Short Answers

Posted: Sat Aug 09, 2025 5:20 pm
by Tertius
jdrexler75 wrote: Sat Aug 09, 2025 3:12 pm Sorry I should've said, it's the higher quality prod modules that I need them for... and recycling yield is just too low. So I would've liked a more efficient way to produce them in larger quantities but I guess it's not so easy.
I posted my module factory here, it's intended to bootstrap from zero quality items, so it's not very difficult to implement. Since all modules have the same ingredient structure and ingredients except for the tier 3 special ingredient, I made the production line universal and you can switch between all modules to produce all with the same production line. First build it and set it to produce quality modules, then upgrade every quality module to legendary, then produce whatever legendary module you need. Without legendary quality modules the yield is quite low, so first upgrade these before you create other modules.

viewtopic.php?p=676413#p676413

Re: Simple Questions and Short Answers

Posted: Sat Aug 09, 2025 8:09 pm
by brunzenstein
After F4 I cannot find the show-radar-range in the debug menu - my fault?

Re: Simple Questions and Short Answers

Posted: Wed Aug 13, 2025 6:32 am
by RazoriZXC
Hello, i have a problem wth space age quality selector in blueprints :any-quality: :not-enough-repair-packs:
basically i cant switch quality on any item in blueprint editor
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