Search found 52 matches
- 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 ...
- 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 ...
- 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
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
Edit: Rseding91 ninja'd me
- 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 ...
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 ...
- 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)
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.
- 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 ...
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 ...
- 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)
You mean the best one.Reygan wrote: Sat Oct 18, 2025 4:39 pm From all of the blueprint hosting sites you chosen the worst one...![]()
- 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 ...
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 ...
- 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 ...
Surface requests: logistic chests, rocket silo, player character, car, tank, spidertron
Orbital requests: space platform hub, cargo landing pad ...
- 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
Would support for uppercase hexadecimal be a bug report, or a feature request?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.
- 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 ...
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 ...
- 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
- Deconstruct any underground belt exit
- Wait for bots to remove it
- Undo it
- The underground belt exit will be replaced with an underground belt entrance. Has the wrong rotation too
- Mon Sep 22, 2025 5:29 pm
- 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
- 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
Undo-redo does not rotate underground belts that were rotated by smart-belt dragging
- 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)
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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
[...] 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 ...