Search found 105 matches
- Wed Jun 18, 2025 3:51 pm
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 13
- Views: 1104
Re: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
Perhaps it would be better to differentiate internally if it's a temporary stop created by script or by the player?
- Tue Jun 17, 2025 6:45 pm
- Forum: Ideas and Suggestions
- Topic: Allow more functions to be used in blueprint parameterization
- Replies: 6
- Views: 750
Re: Allow more functions to be used in blueprint parameterization
I'd also love the ability to get the stack size of an item that's used as an ingredient. Currently we can get the "count" of ingredient 1, but no way to get the stack size of that item.
If parameter 1 is set to ingredient 1, then p1_s would give you it's stack size.
06-17-2025, 14-44-57 ...
- Mon Jun 16, 2025 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Spoiled items should be inserted directly into trash slots
- Replies: 2
- Views: 133
Spoiled items should be inserted directly into trash slots
One of the things that I find annoying about spoiling items is always worrying about ends of belts and the places where spoiled items go. I think it would be easier if assembly machines allowed spoiled items to be inserted directly into the trash slots. Would simplify logic down a lot, as your ...
- Mon Jun 09, 2025 9:30 pm
- Forum: Implemented mod requests
- Topic: Add APIs to manage logistic groups
- Replies: 10
- Views: 1587
Re: Add APIs to manage logistic groups
<3Rseding91 wrote: Mon Jun 09, 2025 9:00 pm Ok. For the next release I added LuaForce::get_logistic_groups(), get_logistic_group(), create_logistic_group(), and delete_logistic_group().
- Sun Jun 08, 2025 7:03 pm
- Forum: Modding help
- Topic: Downloading mod thumbnail using C# HttpClient
- Replies: 13
- Views: 693
Re: Downloading mod thumbnail using C# HttpClient
I just wrote this dirt simple script to show that downloading assets works perfectly fine:
In fact, at some point the code began to work and the pictures were downloading, even a long amount of time and after many application restarts. This morning when I checked, the method stopped working ...
- Sun Jun 08, 2025 6:27 am
- Forum: Implemented mod requests
- Topic: Add APIs to manage logistic groups
- Replies: 10
- Views: 1587
Re: Add APIs to manage logistic groups
+1 Annoying to not be able to see groups in the modded Cybersyn Combinator until I type the group name in.
- Sat Jun 07, 2025 11:37 pm
- Forum: Ideas and Suggestions
- Topic: Allow more functions to be used in blueprint parameterization
- Replies: 6
- Views: 750
Re: Allow more functions to be used in blueprint parameterization
I'd also love the ability to get the stack size of an item that's used as an ingredient. Currently we can get the "count" of ingredient 1, but no way to get the stack size of that item.
- Sat Jun 07, 2025 11:34 pm
- Forum: Modding help
- Topic: Downloading mod thumbnail using C# HttpClient
- Replies: 13
- Views: 693
Re: Downloading mod thumbnail using C# HttpClient
I just wrote this dirt simple script to show that downloading assets works perfectly fine:
using System.Text.RegularExpressions;
var client = new HttpClient();
var html = await client.GetStringAsync("https://mods.factorio.com/");
var matches = Regex.Matches(html, @"""(https://assets-mod ...
using System.Text.RegularExpressions;
var client = new HttpClient();
var html = await client.GetStringAsync("https://mods.factorio.com/");
var matches = Regex.Matches(html, @"""(https://assets-mod ...
- Sat Jun 07, 2025 11:14 pm
- Forum: Modding help
- Topic: Downloading mod thumbnail using C# HttpClient
- Replies: 13
- Views: 693
Re: Downloading mod thumbnail using C# HttpClient
Can you share some of the code (Like a minimal snippet), and I can try to help further.
- Sat Jun 07, 2025 4:57 pm
- Forum: Modding help
- Topic: Downloading mod thumbnail using C# HttpClient
- Replies: 13
- Views: 693
Re: Downloading mod thumbnail using C# HttpClient
"Host is unknown" indicates a DNS resolution failure. Ensure the link is correct (And no whitespace characters) and wherever the code is running ensure has proper Internet access.
- Mon Jun 02, 2025 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Enable an "Anything" icon to the alarm of Programmable Speaker
- Replies: 3
- Views: 566
Re: Enable an "Anything" icon to the alarm of Programmable Speaker
I came here trying to do something similar. I have various different resources sent over radar with their current amounts in percentage (From 1 to 100). I wanted to create one simple "[Anything] < 5" => Show Icon "[Anything] Resource Low", on whatever resource was low. This apparently isn't possible ...
- Sun May 18, 2025 11:22 pm
- Forum: Ideas and Suggestions
- Topic: Add a Way to Read Train Trash Slots
- Replies: 0
- Views: 231
Add a Way to Read Train Trash Slots
I want to setup a condition on my refueling station, but noticed there isn't anyway to read what is currently in a train's trash slots.
My goal is to use a condition:
Trash Slot Ash = 0
Coal = 150
Currently, I have to remove ash via an inserter, and then use an inactivity condition, which is a ...
My goal is to use a condition:
Trash Slot Ash = 0
Coal = 150
Currently, I have to remove ash via an inserter, and then use an inactivity condition, which is a ...
- Wed May 14, 2025 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 52
- Views: 9862
Re: Please add a button to add a new blueprint parameter variable
With the inability to create different parameters with the same value, this will be a logistical challenge. Something like 128745 would need to be implemented first.
- Mon May 12, 2025 6:22 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Variable References Should Preserve Individual Constants
- Replies: 1
- Views: 328
Blueprint Variable References Should Preserve Individual Constants
From https://forums.factorio.com/117000:
I wanted to highlight a small but impactful quirk in blueprint behavior that can cause some frustration when working with constants and parameters.
The Problem
Currently, blueprint variables are merged by value , which means if two different constant ...
I wanted to highlight a small but impactful quirk in blueprint behavior that can cause some frustration when working with constants and parameters.
The Problem
Currently, blueprint variables are merged by value , which means if two different constant ...
- Mon May 12, 2025 5:56 pm
- Forum: Duplicates
- Topic: Blueprint Parameters Incorrectly Merging
- Replies: 1
- Views: 162
Blueprint Parameters Incorrectly Merging
My goal:
I want to create a combinator, that uses 2 signals: N and L. N = Network, L = Train Limit.
Network is set to 1, and Train Limit is set to 1
Network's Default Value should be 1
Train Limit isn't a parameter, but it should always be set to 1
Try 1:
05-12-2025, 13-40-37.png
Wont work, as ...
I want to create a combinator, that uses 2 signals: N and L. N = Network, L = Train Limit.
Network is set to 1, and Train Limit is set to 1
Network's Default Value should be 1
Train Limit isn't a parameter, but it should always be set to 1
Try 1:
05-12-2025, 13-40-37.png
Wont work, as ...
- Sat May 03, 2025 6:13 pm
- Forum: Ideas and Suggestions
- Topic: Allow independent parameterization of constants/values via variables
- Replies: 4
- Views: 1165
Re: Allow independent parameterization of constants/values via variables
I tried to do this today with a fluid requestor.
Instead of requesting -30k, I just want the user to enter 30, and then I want a dependent variable based on this, to use `abs(x)*-1000`. Right now, this doesn't seem possible :(
The UI for numbers greater than 30k is atrocious:
05-03-2025, 14-15-58 ...
Instead of requesting -30k, I just want the user to enter 30, and then I want a dependent variable based on this, to use `abs(x)*-1000`. Right now, this doesn't seem possible :(
The UI for numbers greater than 30k is atrocious:
05-03-2025, 14-15-58 ...
- Mon Mar 31, 2025 9:11 pm
- Forum: Duplicates
- Topic: [2.0.43] Fluid networks voided erroneously
- Replies: 1
- Views: 226
[2.0.43] Fluid networks voided erroneously
03-31-2025, 17-11-32.png
When the pipe is rotated any number of times, there is no point in which the fluid boxes should connect the 2 pipes together, but in this instance, rotating the square piece once will cause all the oil to be voided.
I would expect in this instance that the 2 networks ...
When the pipe is rotated any number of times, there is no point in which the fluid boxes should connect the 2 pipes together, but in this instance, rotating the square piece once will cause all the oil to be voided.
I would expect in this instance that the 2 networks ...
- Mon Mar 24, 2025 12:59 pm
- Forum: Modding interface requests
- Topic: Inventory Last Updated Tick API
- Replies: 0
- Views: 164
Inventory Last Updated Tick API
Background:
Currently, there is no built-in way to determine whether the contents of an entity's inventory have changed since the last game tick. Modders must manually track inventory states and compare them each tick, which can be inefficient for large-scale monitoring.
Recommendation:
Introduce a ...
Currently, there is no built-in way to determine whether the contents of an entity's inventory have changed since the last game tick. Modders must manually track inventory states and compare them each tick, which can be inefficient for large-scale monitoring.
Recommendation:
Introduce a ...
- Sun Mar 16, 2025 3:05 pm
- Forum: Ideas and Suggestions
- Topic: Assembler's "Set Recipe" should use the strongest signal
- Replies: 7
- Views: 2879
Re: Assembler's "Set Recipe" should use the strongest signal
I came here to +1 this. Seems a little counterintuitive to just take the first in the recipe order. (It may make sense from a performance perspective), but I think the performance hit is worth it, at the tradeoff of ease of use.
- Sun Dec 15, 2024 2:09 am
- Forum: General discussion
- Topic: When Research Takes Days
- Replies: 4
- Views: 1143
Re: When Research Takes Days
Sounds like you need to scale up production. The factory must grow.