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by Gergely
Sun Jun 01, 2025 8:34 am
Forum: Bug Reports
Topic: [2.0.54] Blueprint parameter formula tooltip confuses pN_r with pN_t
Replies: 0
Views: 239

[2.0.54] Blueprint parameter formula tooltip confuses pN_r with pN_t

TLDR: In base game factorio, when hovering the formula entry for a blueprint parameter, it tells me that "pN_r" is the crafting time of the parameter but it is actually something else.

Steps to reproduce

Enter a map in base Factorio (no mods, no dlc)
Import the blueprint string and start ...
by Gergely
Thu May 29, 2025 8:38 pm
Forum: Bug Reports
Topic: [2.0.52] Controls in the menu do not update when switching controller icons
Replies: 0
Views: 193

[2.0.52] Controls in the menu do not update when switching controller icons

Environment

Steam edition of Factorio on Windows. Steam input is disabled.
I used Nintendo Switch Pro controller

Steps to reproduce

Pair the controller and make sure Factorio recognizes it
Open the controls menu and switch to "controller" controls
Change the icons setting to a ...
by Gergely
Mon May 26, 2025 8:20 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled
Replies: 1
Views: 765

[boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled

Steps to reproduce

Disable all mods and dlc
Open any map
Open tips and tricks
Under "Copy-paste entity settings" view the "Copy-paste filters" tip


Expected
Splitters display a filter for circuit network

Actual
Splitters display a filter for :any-quality: circuit network
by Gergely
Thu May 22, 2025 9:40 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
Replies: 3
Views: 809

Re: [2.0.51] Unmodifiable modded blueprint prompts to save

Here is a save file.

My reproduction steps:
  • Open save in base game factorio (space age, quality and elevated rail mods should be off)
  • Open game blueprints
  • Right click any of the blueprints to open preview
  • Press Esc
The prompt to save modifications should show up.
by Gergely
Tue May 20, 2025 10:30 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
Replies: 3
Views: 809

[2.0.51] Unmodifiable modded blueprint prompts to save

TLDR: Attempting to close a blueprint preview with modded content, without having the mod enabled results in a "save modifications" prompt.

Steps to reproduce

Put a blueprint in the blueprint library that contains space age content
Turn off space age mods
Enter a map and open the blueprint ...
by Gergely
Sun May 18, 2025 12:17 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 31
Views: 1906

Re: Random Number on Selector Combinator


You can chain multiple of these together to get arbitrarily random numbers from 0-99; 0-9,999; 0-999,999; or you can remove signals to get a smaller range. Or you can add "Quality" variants of each signal to expand the range even further while maintaining an even Numerical distribution.


There ...
by Gergely
Sun May 18, 2025 9:01 am
Forum: Minor issues
Topic: [2.0.50] Upgrade planner does not insert modules in editor
Replies: 1
Views: 215

[2.0.50] Upgrade planner does not insert modules in editor

Possibly related bug: ( 671355 )

Steps to reproduce

Note: I was in base game WITHOUT any mods or dlc enabled.


Open the editor and make sure instant upgrade is enabled.
Place a tier 1 assembler and set it's recipe. (I used iron gear wheel.)
Apply the provided upgrade planner on the ...
by Gergely
Fri May 02, 2025 1:09 pm
Forum: Ideas and Suggestions
Topic: Blueprint parameter formula - Access to relative & absolute coordinates
Replies: 2
Views: 247

Blueprint parameter formula - Access to relative & absolute coordinates

What?
Inside blueprint parameter formulas: Give access to variables that correspond to the absolute coordinates of the placement location, and when dragging, the coordinates relative to the first location. (Or the coordinates of the first location which can be used to compute relative coordinates ...
by Gergely
Tue Apr 29, 2025 2:29 pm
Forum: Ideas and Suggestions
Topic: Make difficulty based achievements
Replies: 10
Views: 5881

Death world achievements

I still think it would be beneficial to have achievements that specifically target the practice of "cranking up the numbers" in the world generator, by making playing with a specific preset the challenge. It would be interesting because players wouldn't be able to skip having to expand by making ...
by Gergely
Mon Apr 21, 2025 7:11 am
Forum: Ideas and Suggestions
Topic: Selector combinator mode: item ingredients
Replies: 7
Views: 1106

Re: Selector combinator mode: item ingredients

If an item or fluid has multiple recipes, the additional recipes already get extra signals. So for selecting the correct recipe, the item's or fluid's signal itself can correspond to the default recipe, which is the recipe the item or fluid is merged with on Factoriopedia. The additional recipe ...
by Gergely
Sat Apr 19, 2025 7:30 pm
Forum: Ideas and Suggestions
Topic: Parameterised blueprints - do not delete unused parameters
Replies: 0
Views: 120

Parameterised blueprints - do not delete unused parameters

What?
The game should not auto-delete or auto-merge entries in the parameterization that have the Parameter checkbox checked, even if they are unused.
Essentially, please fix this bug.

Why?
Deleting or merging parameters is an inconsistency. If the player checks the parameter checkbox, it ...
by Gergely
Sat Apr 19, 2025 6:58 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.45] Editor instant blueprint building inconsistent with elevated rails and undo/redo
Replies: 1
Views: 976

[2.0.45] Editor instant blueprint building inconsistent with elevated rails and undo/redo

TLDR: Elevated rails sometimes do not get built when undoing/redoing in editor with instant blueprint building (and deconstruction) enabled.

Steps to reproduce

In editor, enable instant blueprint building and deconstruction.
Place the following blueprint.
0eNqd1V9rgzAQAPCvMu7Zgkn8Fz ...
by Gergely
Thu Apr 03, 2025 9:15 pm
Forum: Ideas and Suggestions
Topic: Random Number on Selector Combinator
Replies: 31
Views: 1906

Re: Random Number on Selector Combinator

I second this. It would be really great if selector combinator had a [0,N) random option with N being an input signal or a constant. It could also support the Each wildcard giving one roll per input signal.
by Gergely
Fri Feb 28, 2025 8:01 am
Forum: Resolved Problems and Bugs
Topic: [2.0.12] Train does not move between stops with same name (MR)
Replies: 30
Views: 6717

Re: [2.0.12] Train does not move between stops with same name (MR)

I do not think the behavior that the train always stays at the stop with the same name is any useful. I also tried to get it to leave by giving higher priority to the other stops, but that did not work either.

Expected behavior is as following:
When a train wants to depart for a stop with a given ...
by Gergely
Mon Nov 04, 2024 11:45 am
Forum: Ideas and Suggestions
Topic: Assembling Machine circuit control should select the highest valid signal
Replies: 2
Views: 745

Assembling Machine circuit control should select the highest valid signal

What?
Assembing Machine's "Set recipe" should set recipe based on the highest valued positive valid signal .

Why?
Currently recipes are set based on "first valid signal" which can be counterintuitive sometimes. There is also little practical benefit to this system.

This assembling machine ...
by Gergely
Fri Nov 01, 2024 3:33 pm
Forum: News
Topic: Friday Facts #435 - Space Age Soundtrack release
Replies: 26
Views: 8881

Re: Friday Facts #435 - Space Age Soundtrack release

List of in-game tracks that I think deserve a bit more love in the soundtrack:


Fulgora 1 (Don't tell me 3:30 is completely missing!!) :cry:
Fulgora 3 (Notable section: 5:18 - 7:00)
Vulcanus 7 (Really starts going at 3:00)
Gleba 6 (Notable section: 4:26 - 7:15)
Gleba 8 (Overall great in my ...
by Gergely
Wed Oct 30, 2024 4:30 pm
Forum: Duplicates
Topic: [2.0.12] Wrong quality tooltip in upgrade planner
Replies: 1
Views: 288

[2.0.12] Wrong quality tooltip in upgrade planner

TLDR: When hovering a quality machine or module in the upgrade planner, the tooltip only shows the base machine stats and no quality effects.

Steps to reproduce:

Add a rare assembling machine 3 to a slot in an upgrade planner.
Observe the tooltip of what was just added.


Expected:
Tooltip is ...
by Gergely
Tue Oct 29, 2024 9:25 pm
Forum: Ideas and Suggestions
Topic: Space platform item maximum should respect chosen planet
Replies: 2
Views: 810

Space platform item maximum should respect chosen planet

What?
Make it so that space platform maximum item requests only drop the surplus items onto the planet specified in the "import from" box. In other words, the entirety of the filter, both the minimum and maximum should only be active while the platform is over that planet.
Why?
Currently if I ...
by Gergely
Sun Oct 27, 2024 12:57 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.11] Asteroid orientation snapping
Replies: 3
Views: 1887

Re: [2.0.11] Asteroid orientation snapping

In this case you can fix the bug by rounding each randomly generated period to the nearest value with no more than 16 fractional bits.

If P is the number of times the asteroid does a 360° turn per tick then P*65536 (P << 16) should be an integer to prevent snapping. Which is the case if P has no ...

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