Search found 54 matches

by Soul-Burn
Sat Nov 23, 2024 12:18 pm
Forum: Bug Reports
Topic: With 100 scrap prod, recycler shows "Productivity = +1000%" rather than limit
Replies: 0
Views: 79

With 100 scrap prod, recycler shows "Productivity = +1000%" rather than limit

As visible in the screenshot, it shows "Productivity = +1000%", as if it is not limited to +300%. However, the calculated values are appropriate to +300% prod, and so do the experimental results.
Screenshot 2024-11-23 141435.png
Screenshot 2024-11-23 141435.png (522.84 KiB) Viewed 79 times
by Soul-Burn
Fri Nov 22, 2024 12:14 pm
Forum: Ideas and Suggestions
Topic: Allow reordering Map Pins
Replies: 12
Views: 505

Re: Allow reordering Map Pins

I am using pins as a sort of todo list. Reordering them would be incredibly helpful for this.
by Soul-Burn
Wed Nov 20, 2024 5:20 pm
Forum: Ideas and Suggestions
Topic: Automated landfill should be optional
Replies: 5
Views: 248

Automated landfill should be optional

TL;DR Automated landfill should not be the default for shift build. It should either be an option, or limited to super-force build, as it was in FFF-383. Why? While automated landfill is great when you *want* to build over water or in space, many times it's not wanted. For example: When building wa...
by Soul-Burn
Sun Nov 17, 2024 6:52 pm
Forum: Ideas and Suggestions
Topic: Items per minute under second to help with values
Replies: 15
Views: 703

Option for throughput tooltip to be per minute or second

TL;DR The throughput tooltip for crafting machines should allow seconds or minutes. Why? Currently, the throughput display is per second. This works great for high throughput buildings and fast recipes, as seen in FFF-426. https://cdn.factorio.com/assets/blog-sync/fff-426-recipe-speed-tooltip.png H...
by Soul-Burn
Thu Nov 14, 2024 10:55 pm
Forum: Ideas and Suggestions
Topic: Improve 'Set Recipe' throughput/simplicity
Replies: 25
Views: 1680

Keep same items when setting recipe to a similar recipe

TL;DR When switching recipes automatically, items which are shared between the recipes should remain in the machine What? When switching recipes, all ingredients and results are put into the dump inventory and have to be removed before the recipe changes. Many times, the other recipe uses similar i...
by Soul-Burn
Fri Nov 08, 2024 7:58 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.11] Portable solar panel not affected by per-planet insolation
Replies: 5
Views: 981

Re: [2.0.11] Portable solar panel not affected by per-planet insolation

Neither the tooltip for the solar panel itself nor the suit "Solar panel power" are updated. This is quite confusing on low solar planets e.g. Fulgora with 20% power.
by Soul-Burn
Fri Nov 08, 2024 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] Combinator with negative values shows as huge number when parameterized
Replies: 1
Views: 253

[Kovarex] Combinator with negative values shows as huge number when parameterized

Build a constant combinator with negative values. As seen here, -20 and -20. Create blueprint and try to parameterize. One of the values is correctly shown as -20 and the other is a huge number, probably an underflow. 11-08-2024, 15-33-21.png 11-08-2024, 15-33-31.png 11-08-2024, 15-33-56.png Bluepri...
by Soul-Burn
Thu Nov 07, 2024 2:19 pm
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 38
Views: 2032

Re: Please, PLEASE make circuit connection behavior configurable per wire

Adding my +1 to this. I wanted to use the asteroid catcher both for "read contents" to utilize the big buffer on it, and "set filters" to make it stop working when the system is loaded. When using just one catcher, this is easy. When trying to use many, this requires a combinator...
by Soul-Burn
Thu Nov 07, 2024 7:44 am
Forum: Duplicates
Topic: [2.0.15] Parametrised blueprints set fluid in requester chest
Replies: 3
Views: 223

Re: [2.0.15] Parametrised blueprints set fluid in requester chest

I think this is actually expected behavior.
Logistic groups are also shared with constant combinators, which can accept fluids and every other type of signal.
So yes, you can see a request with a request for [green square].
by Soul-Burn
Tue Nov 05, 2024 4:12 pm
Forum: Bug Reports
Topic: It's possible to get science - softlocked on Vulcanus.
Replies: 6
Views: 758

Re: It's possible to get science - softlocked on Vulcanus.

In past versions (pre-release) you needed satellites, which needed accumulators, which needed power poles.
However since that change, indeed it seems you can get softlocked on Vulcanus.

Considering a softlock like this was fixed for Fulgora, I see this similar softlock fixed for Vulcanus as well.
by Soul-Burn
Sat Nov 02, 2024 4:05 pm
Forum: Ideas and Suggestions
Topic: Allow blueprint & co to travel with us into space
Replies: 17
Views: 2845

Re: [SA] Allow blueprint-like entities while entering the rocket silo

None of these items should ever be in your inventory for long. They take up space, and can be lost when you die or trash your items by mistake. That's what the blueprint library is for. Press B and put them there. It has a tab for "global" blueprints for your player, and for "current ...
by Soul-Burn
Sat Nov 02, 2024 12:38 pm
Forum: Modding interface requests
Topic: find_entities_filtered: Support for "area" around "position"
Replies: 0
Views: 64

find_entities_filtered: Support for "area" around "position"

There are many times when I am looking for entities around another entity, e.g. mining area of mining drills or inserters around an assembler. For this, I have to use various bounding box functions to produce the area from the bounding box or position of the entity. I suggest that when "area&qu...
by Soul-Burn
Wed Oct 30, 2024 9:01 pm
Forum: Ideas and Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 11
Views: 617

Train condition progress should look clearer when at 100%

TL;DR Conditions in train/platform schedules should show as clearly satisfied compared to 99% What? Progress of conditions currently looks almost the same between full and 99% full, requiring to look closely to see the missing 1%. When at 100%, the graphic should look differently, and easy to diffe...
by Soul-Burn
Tue Oct 29, 2024 5:34 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.12] Setting logistic group filters by section.filters = new_filters doesn't update the named group
Replies: 1
Views: 282

[2.0.12] Setting logistic group filters by section.filters = new_filters doesn't update the named group

In a mod I am maintaining (FilterHelper), I set logistic section filters by assigning section.filters = new_filters. On the entity I am updating, the group changes correctly. However, on other entities, the group with the same name does not change. Changing the group manually after the programmatic ...
by Soul-Burn
Tue Oct 29, 2024 4:55 pm
Forum: Ideas and Suggestions
Topic: Show arrow to pinned object when hovering over pin
Replies: 4
Views: 218

Show arrow to pinned object when hovering over pin

TL;DR The arrow to the pinned object should show when hovering over it, even if it is set to not always show. What? When a pin is set to "always show", the arrow and distance appears. When a pin is set not "always show", the arrow doesn't show. Hovering shows the camera at the p...
by Soul-Burn
Tue Oct 29, 2024 4:44 pm
Forum: Ideas and Suggestions
Topic: Add checkbox to every pin in the list. Enable/Disable pin always visible.
Replies: 2
Views: 163

Re: Add checkbox to every pin in the list. Enable/Disable pin always visible.

Otherwise, hide the pin automatically when you're in the car.

Also, hovering over the pin should show the arrow to the pin, even if it's set not to show.
by Soul-Burn
Sat Oct 26, 2024 12:58 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
Replies: 10
Views: 1183

[2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items

When super-force building a logistic storage chest over a steel chest, bots come and remove all items from the chest, something that doesn't happen when manually doing this upgrade or using an upgrade planner. My "mall" starts by using normal chests. When I get logistic chests I want to up...
by Soul-Burn
Fri Oct 25, 2024 6:56 am
Forum: Balancing
Topic: A clip of ammo does should not weigh 40 lbs
Replies: 1
Views: 309

Re: A clip of ammo does should not weigh 40 lbs

This is by design. The devs want you to produce ammo on the platform itself from space materials rather load up before a trip, so they are relatively heavy and stack just to 100.
by Soul-Burn
Fri Oct 25, 2024 6:55 am
Forum: Not a bug
Topic: [raiguard][2.0.10] Weird thruster fluid passthrough
Replies: 5
Views: 717

Re: [2.0.10]some bugs with space engine

Engines have their fluid inputs in X shape, so it makes sense the 2nd and 4th engines don't work.

That said, it's weird that the center engine works.

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