Search found 13 matches

by rvb30
Sun Mar 02, 2025 11:03 pm
Forum: Outdated/Not implemented
Topic: Splitters should be able to filter based on stack height
Replies: 4
Views: 494

Re: Splitters should be able to filter based on stack height

Thanks for the answer!

To answer your question about what, I was imagining the same 6 operators (<, <=, =, !=, >=, >) as for quality, and then either a drop down or text box to enter the height. I figured it could go either next to the quality options or underneath.

However given that my game ...
by rvb30
Sun Mar 02, 2025 10:35 pm
Forum: Outdated/Not implemented
Topic: Splitters should be able to filter based on stack height
Replies: 4
Views: 494

Re: Splitters should be able to filter based on stack height

I spotted that one while looking for duplicates, but I don't think it's proposing the same thing.
That one wants splitters to act as stack inserters and stack things up, whereas mine wants splitters to separate out certain stack sizes so that you can then separately stack them up yourself
by rvb30
Sun Mar 02, 2025 8:30 pm
Forum: Outdated/Not implemented
Topic: Splitters should be able to filter based on stack height
Replies: 4
Views: 494

Splitters should be able to filter based on stack height

TL;DR
You should be able to set the filter on a splitter to only split off items of certain stack heights

What?
Splitters allow us to filter off certain items from a belt, and Space Age added the ability to split of all items of a certain quality.
It would be really nice to do the same with ...
by rvb30
Sun Dec 29, 2024 11:39 pm
Forum: Duplicates
Topic: Orbital Drop Slots don't render correctly
Replies: 2
Views: 351

Re: Orbital Drop Slots don't render correctly

Thanks!
I searched for "Orbital Drop Slots" and came up blank so missed that one.
LMK if you still need the save file
by rvb30
Sun Dec 29, 2024 11:35 pm
Forum: Duplicates
Topic: Orbital Drop Slots don't render correctly
Replies: 2
Views: 351

Orbital Drop Slots don't render correctly

Items in orbital drop slots should render as their item, not as a blank square.

I moved 2 stacks of modules to the orbital drop slots shortly after the platform departed fulgora. Not sure which modifier I used (mac keyboard) but both stacks went together.
As shown in the image, they didn't render ...
by rvb30
Fri Dec 20, 2024 8:43 pm
Forum: Not a bug
Topic: [2.0.23-0] Platform Schedule Highlighting incorrect
Replies: 3
Views: 339

Re: [2.0.23-0] Platform Schedule Highlighting incorrect

Thanks!
Of course it is, now you say that I remember!
I clearly need to spend more time drinking coffee in addition to expanding the factory!
by rvb30
Fri Dec 20, 2024 5:23 pm
Forum: Not a bug
Topic: [2.0.23-0] Platform Schedule Highlighting incorrect
Replies: 3
Views: 339

[2.0.23-0] Platform Schedule Highlighting incorrect

I set a platform's schedule to only depart once I had >100 of an item.


Actual Behaviour: The schedule was highlighted green when I had exactly 100 of that item, which does not meet the condition.
Note that the platform did not depart, which was the intended and expected behavior.

Expected ...
by rvb30
Tue Nov 05, 2024 3:29 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.13] Rotating splitter adds items after filter
Replies: 3
Views: 1773

Re: [2.0.13] Rotating splitter adds items after filter

Hey, thanks for the reply,

I know it's not a priority, but wanted to flag it up.

p.s. I notice you've officially got a blue belt of posts, well done!
by rvb30
Sat Nov 02, 2024 11:56 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.13] Rotating splitter adds items after filter
Replies: 3
Views: 1773

[boskid][2.0.13] Rotating splitter adds items after filter

IDK if this is a bug or not, but the behaviour has changed from 1.1 and I personally prefer the old version.

If you have a splitter with a filter and you rotate it (R key by default) then items pass through from the input and appear on the filtered side defying the filter

Here I have a splitter ...
by rvb30
Tue Aug 20, 2024 5:19 pm
Forum: Ideas and Suggestions
Topic: Circuit Wire Rendering on Poles
Replies: 0
Views: 331

Circuit Wire Rendering on Poles

TL;DR
Rendering of the coloured circuit wires on powerpoles should be more controllable

[N.B.] This was previously reported as a bug here: https://forums.factorio.com/viewtopic.php?f=23&t=114906, I don't know how to move/merge it so am recreating it as a feature request.

What ?
There should be ...
by rvb30
Tue Aug 20, 2024 2:08 pm
Forum: Not a bug
Topic: [1.1.109] Circuit Wire Rendering on Poles
Replies: 1
Views: 413

[1.1.109] Circuit Wire Rendering on Poles

Hi there,
This is an amazing game, I love you all to bits, and I want to say a massive thank you for all your hard work on it. Can't wait for Space Age!

This is very much in the territory of a feature request more than a bug report, although given the degree of polish in the game it's conceivable ...
by rvb30
Thu Feb 22, 2024 9:52 am
Forum: Resolved Problems and Bugs
Topic: [1.1.104][mac-arm] Crash changing audio settings SoundMixerSDL.cpp (31): getFinalVolume
Replies: 4
Views: 1945

Re: [1.1.104][mac-arm] Crash changing audio settings SoundMixerSDL.cpp (31): getFinalVolume

That's awesome, thank you!

I'll 100% understand if the answer is no, but given that I'm a dev I'm curious if you could give any info on what was actually happening?
by rvb30
Mon Feb 19, 2024 9:38 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.104][mac-arm] Crash changing audio settings SoundMixerSDL.cpp (31): getFinalVolume
Replies: 4
Views: 1945

[1.1.104][mac-arm] Crash changing audio settings SoundMixerSDL.cpp (31): getFinalVolume

Game Version: 1.1.104 (build 62119, mac-amd64)
Save was a heavily modded Space Exploration run, probably not relevant but I can provide it if you want it.

1. What did you do?
Switched from "default device" to my laptop speakers in audio settings, then switched back again. I couldn't hear any game ...

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