Search found 52 matches

by HeliGungir
Sun Oct 26, 2025 3:28 am
Forum: Not a bug
Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
Replies: 4
Views: 336

Re: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes


Thanks for the report however none of the mentioned things are bugs.

With recipes that have fluids, that’s up to you the player to handle however you see fit.


The thing is, if we try to make an auto mall, fruit and barreling have to be translated into their respective recipes. Which is fine ...
by HeliGungir
Sat Oct 25, 2025 5:37 pm
Forum: Not a bug
Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
Replies: 4
Views: 336

Re: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes


they are recipe signals, not entity signals.


Looks like barrelling and unbarreling are sorted before logistics and production groups as well. Curiously, barrelling and unbarreling change the position of the assembler's pipe connection, which seems rather inconvenient for an auto assembler. It ...
by HeliGungir
Sat Oct 25, 2025 12:27 pm
Forum: Not a bug
Topic: Wall graphic does not change when placing a floor next to it
Replies: 4
Views: 252

Re: Wall graphic does not change when placing a floor next to it

screenshot-tick-45337831.png
screenshot-tick-45337831.png (2.87 MiB) Viewed 201 times
The water_connection_patch isn't being updated when land tiles are placed over water. They are also not being updated when land tiles are removed from water.

Edit: Rseding91 ninja'd me
by HeliGungir
Sat Oct 25, 2025 12:07 pm
Forum: Not a bug
Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
Replies: 4
Views: 336

[2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes

screenshot-tick-45089458.png

When using "set recipe", Assembling Machine 2 and 3 do not respect the normal sort order for:

Yumako processing
Jellynut processing
Nutrients from spoilage
Wood processing
Nutrients from fish
Nutrients from biter egg


Normally a wood chest is sorted before ...
by HeliGungir
Sun Oct 19, 2025 9:30 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 1827

Re: Number Displays and Number Dashboards (Display Panels)

Reygan wrote: Sun Oct 19, 2025 8:55 am By which criteria it is the best one?
It's the most feature-rich blueprint website, and its developer is actively fixing issues.

2.0 is almost a year old and factorio.school still doesn't have a working blueprint renderer. If you do a deep search, half the thumbnails are missing.
by HeliGungir
Sun Oct 19, 2025 3:04 am
Forum: Assigned
Topic: [Klonan] [2.0.71] Unit group behavior around land mines
Replies: 0
Views: 308

[Klonan] [2.0.71] Unit group behavior around land mines

Background

I had an idea: To reduce the number of mines in a minefield by placing smaller, isolated clusters of mines and using walls/pipes to direct enemies into them.

Something like this, or so I hoped:
mine funnels.png


But while testing designs, I kept having inconsistent attacks on the ...
by HeliGungir
Sun Oct 19, 2025 1:12 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 1827

Re: Number Displays and Number Dashboards (Display Panels)

Reygan wrote: Sat Oct 18, 2025 4:39 pm From all of the blueprint hosting sites you chosen the worst one... 🤦‍♂️
You mean the best one.
by HeliGungir
Wed Oct 08, 2025 7:58 am
Forum: Ideas and Suggestions
Topic: Case insensitive hexadecimal numbers
Replies: 1
Views: 201

Case insensitive hexadecimal numbers

TL;DR:
Make uppercase hexadecimal numbers work in logistic groups, combinators, control behaviors, etc.

What?
Typing 0xffff works but typing 0xFFFF does not, and I think it should.

Why?
I tried various prefixes and postfixes to see if hex was supported at all, and none of them worked ...
by HeliGungir
Wed Oct 08, 2025 7:33 am
Forum: Wiki Talk
Topic: Split logistic groups to a separate page?
Replies: 1
Views: 452

Split logistic groups to a separate page?

Logistic groups are currently a subsection of the logistic network page. But logistic groups are actually a pretty big system used in many places:

Surface requests: logistic chests, rocket silo, player character, car, tank, spidertron
Orbital requests: space platform hub, cargo landing pad ...
by HeliGungir
Fri Oct 03, 2025 5:19 pm
Forum: Implemented Suggestions
Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
Replies: 60
Views: 10680

Re: Add hexadecimal support to number fields

BrainGamer_ wrote: Thu Oct 02, 2025 4:58 am The important thing to note is that hex numbers must be in lowercase, so 0xff instead of 0xFF.
Would support for uppercase hexadecimal be a bug report, or a feature request?
by HeliGungir
Thu Oct 02, 2025 3:37 am
Forum: Implemented Suggestions
Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
Replies: 60
Views: 10680

Add hexadecimal support to number fields

TL;DR
hex.png

What?
Please add hexadecimal support to number fields. Particularly in logistic groups, combinators, and machine controls.

One option would be a "0x" prefix, eg: 0x7FFFFFFF
Another option would be an "h" postfix, eg: 7FFFFFFFh
The second option is one less keystroke, but ...
by HeliGungir
Mon Sep 22, 2025 9:54 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo
Replies: 3
Views: 1106

[2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo



  1. Deconstruct any underground belt exit
  2. Wait for bots to remove it
  3. Undo it
  4. The underground belt exit will be replaced with an underground belt entrance. Has the wrong rotation too
by HeliGungir
Fri Sep 19, 2025 9:32 pm
Forum: Assigned
Topic: [kovarex][2.0.62] Inconsistency in undo rotation of belts and underground belts
Replies: 1
Views: 523

Re: [2.0.62] Inconsistency in undo rotation of belts and underground belts

This is still present in 2.0.66
Undo-redo does not rotate underground belts that were rotated by smart-belt dragging

by HeliGungir
Tue Sep 16, 2025 7:44 pm
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 1827

Re: Number Displays and Number Dashboards (Display Panels)

mmmPI wrote: Fri Sep 12, 2025 6:07 am Looks like viewtopic.php?p=644584#p644584
My design is better. The design you linked doesn't display negative numbers, doesn't display 2147483647, and uses 2 more signals in the constant combinator.
by HeliGungir
Fri Sep 12, 2025 3:29 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 1827

Number Displays and Number Dashboards (Display Panels)

display dashboard thumb 2.png

Feature-rich number displays and number dashboards, using display panels

Blueprint Book: https://www.factoriocodex.com/blueprints/132

Features:

Displays all numbers, including -2147483648 and 0
Leading whitespace (rather than leading zeros)
Floating sign ...
by HeliGungir
Mon Sep 08, 2025 4:59 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3493

Re: Allow Biolabs on every planet *except* Gleba

In the first post I linked https://forums.factorio.com/129833 where Rseding explained their position about Biolabs on Gleba.

tl;dr:
They want to reward shipping spoilable Ag Science elsewhere
If you want to do research on Gleba, you can still do so with normal labs

Now I don't agree that ...
by HeliGungir
Thu Aug 28, 2025 11:56 pm
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3493

Re: Allow Biolabs on every planet *except* Gleba


I understand you have a different opinion, based on your experience, where would you say is an easier place to produce plastic and stone product at megabase scale ?


Well Nauvis.

Yes, one planet will be best. It is human nature to seek out the optimal, even at the cost of fun.

But when you ...
by HeliGungir
Tue Aug 26, 2025 1:31 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3493

Re: Allow Biolabs on every planet *except* Gleba


My opinion is that this incentivize players to make all their labs in Vulcanus and not on every planets.


Vulcanus struggles to produce stone products (rails, purple science) and coal products (plastic, circuits) at megabase speeds. Coal can be synthesized with orbital mining, but the point is ...
by HeliGungir
Sat Aug 23, 2025 5:12 am
Forum: Resolved Problems and Bugs
Topic: [Jerzy][2.0.65] Combinator's red and green wire connections overlap when built vertically
Replies: 3
Views: 2267

[Jerzy][2.0.65] Combinator's red and green wire connections overlap when built vertically

Hey, remember FFF-210 ?


[...] when you build entities vertically, they would very often only show one colour of wire. To prevent this from happening, I took a pixel grid in Blender and I tried to always have the connectors far away from each other to prevent this from happening. The same issue ...

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