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 ...
Search found 13 matches
- 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- Forum: Outdated/Not implemented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
- 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- Forum: Outdated/Not implemented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
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
- 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- Forum: Outdated/Not implemented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 ...
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 ...
- 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
I searched for "Orbital Drop Slots" and came up blank so missed that one.
LMK if you still need the save file
- 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 ...
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 ...
- 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!
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!
- 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 ...
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 ...
- 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!
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!
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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?
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?
- 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 ...
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 ...