There was a 1.1 mod that did this and it was amazing.
https://mods.factorio.com/mod/copy-recipe-to-chest
I was rather shocked this wasn't added with 2.0
Search found 321 matches
- Mon May 19, 2025 5:48 pm
- Forum: Ideas and Suggestions
- Topic: Pasting Assembler-like machine's settings to storage chest sets storage chest filter.
- Replies: 0
- Views: 181
- Sun May 04, 2025 2:53 am
- Forum: Pending
- Topic: [2.0.43] Character can exit hub and walk on space platform
- Replies: 10
- Views: 663
Re: [2.0.43] Character can exit hub and walk on space platform
Oh? I missed that patch note. I just assumed that is what OP did and it wasn't patched just quite yet.
- Sun May 04, 2025 2:27 am
- Forum: Not a bug
- Topic: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons
- Replies: 4
- Views: 348
Re: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons
Not sure why it isn't working for you. It is working for me on Arch Linux also through steam. As a matter of fact it was driving me insane and I had to remove those particular shortcuts off my mouse 4/5 buttons.
- Sun May 04, 2025 2:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.47] Can't cancel train's fuel requests when NOT in map/remove view.
- Replies: 1
- Views: 854
[Genhis][2.0.47] Can't cancel train's fuel requests when NOT in map/remove view.
To reproduce:
Place a train. Open map/remote view and open the train. Set a fuel request to the train's fuel slot. Leave remote view. Get near the train with your player character and open the train. Try to cancel the fuel request. You can't. Close the train and open remote view again. Now open the ...
Place a train. Open map/remote view and open the train. Set a fuel request to the train's fuel slot. Leave remote view. Get near the train with your player character and open the train. Try to cancel the fuel request. You can't. Close the train and open remote view again. Now open the ...
- Sun May 04, 2025 2:10 am
- Forum: Pending
- Topic: [2.0.43] Character can exit hub and walk on space platform
- Replies: 10
- Views: 663
Re: [2.0.43] Character can exit hub and walk on space platform
Without a way to reproduce this, I don't think there's anything we can do.
It is pretty easy. There is a short window before player is "inserted" into the space platform where you can hit the "enter/exit vehicle" key and, well, exit the rocket pod that has the player in it. Hitting the key ...
- Fri Apr 25, 2025 5:18 am
- Forum: Ideas and Suggestions
- Topic: Radar channels
- Replies: 8
- Views: 2703
Re: Radar channels
I was working on a modulation/demodulation system years ago (read: before 1.0 even) to run over my central "rail" network. My rail bps also had big electric polls that brought power along with red and green circuit wires everywhere. I just never finished my mod/demod system due to complications ...
- Fri Apr 25, 2025 4:44 am
- Forum: Gameplay Help
- Topic: Combinator multiplexing help
- Replies: 5
- Views: 439
Re: Combinator multiplexing help
Well I figured out how the other BP worked pretty quick and it was really obvious what I was doing wrong. I really should have seen it sooner. The readers/demodulators are purposely offset by ONE id from the writers/modulators so as to account for the 1-tick propagation delay. *facepalm* I was ...
- Thu Apr 24, 2025 4:35 pm
- Forum: Gameplay Help
- Topic: Combinator multiplexing help
- Replies: 5
- Views: 439
Re: Combinator multiplexing help
Sorry to ask this dumb question, but what exactly do you mean with "flickering"? Is it your clock (signal I) isn't in sync to the responses, and the values are only stable after the 3 tick delay?
I was really bad at trying to explain what is going on there. Yes, the output signals are out of ...
- Thu Apr 24, 2025 5:36 am
- Forum: Gameplay Help
- Topic: Combinator multiplexing help
- Replies: 5
- Views: 439
Combinator multiplexing help
I'm sure someone has made this before. I started working on this a long long time ago probably before even factorio 1.0 but never finished it due to issues. Then when I saw a multi-channel for radar's for 2.1 suggestion elsewhere on this forum it made me want to finish this idea.
So I got started ...
So I got started ...
- Tue Apr 01, 2025 12:25 am
- Forum: Assigned
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 0
- Views: 164
[raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
With the release of Bob's mods 2.0 I went to update the mods today and start a bobmod 2.0 run.
Anyways, this is my current list of mods to update. 03-31-2025, 18-53-33.png
While playing with this bug I updated boblibrary and bobinserters already then restarted factorio. So that is why they aren't ...
Anyways, this is my current list of mods to update. 03-31-2025, 18-53-33.png
While playing with this bug I updated boblibrary and bobinserters already then restarted factorio. So that is why they aren't ...
- Thu Dec 12, 2024 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 16044
Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
I love that demolisher's are always active but what about some of these ideas?
1. Possible to significantly reduce the TTL on the SmokeWithTrigger when the demolisher is patrolling so there end up being far less SmokeWithTrigger to deal with in total? Theory being the demolisher is casually moving ...
1. Possible to significantly reduce the TTL on the SmokeWithTrigger when the demolisher is patrolling so there end up being far less SmokeWithTrigger to deal with in total? Theory being the demolisher is casually moving ...
- Tue Dec 10, 2024 4:11 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 29435
Re: Version 2.0.24
Quick test: 4 MB/s just now. Wube servers probably are in Europe, so am I. Maybe lines to your part of the world are congested.
Definitely them. My download got canceled few minutes ago and trying to visit factorio.com/download to try again gave me a "Heroku" error page on 3 different ISPs ...
- Tue Dec 10, 2024 4:58 am
- Forum: Desyncs with mods
- Topic: [2.0.24] Desync with dedicated server.
- Replies: 0
- Views: 435
[2.0.24] Desync with dedicated server.
So I was ctrl-clicking iron plates into some gear/green curcuit assemblers then I used WASD to move the character/camera. Immediate desync.
I don't think I did anything else. I've tried to replicate it after it happened yesterday and this evening. Haven't been able too. Probably a mod issue but you ...
I don't think I did anything else. I've tried to replicate it after it happened yesterday and this evening. Haven't been able too. Probably a mod issue but you ...
- Tue Dec 10, 2024 4:48 am
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 29435
Re: Version 2.0.24
Anyone else been having slow download issues from Wube's servers lately? I don't even know what sub-forum to ask in. So doing it here. Downloading mods go at a snails crawl taking several minutes to download a 12.8KB mod. Talking almost bits per second not even bytes per second it goes so slow ...
- Thu Nov 21, 2024 1:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [2.0.20] Infinity Chest lacks quality selector.
- Replies: 1
- Views: 1222
[StrangePan] [2.0.20] Infinity Chest lacks quality selector.
Was messing around in editor mode working on updating some of my old blueprints to be parameterized. While doing so I got distracted and wanted to test a belt layout with some quality item sorting. Plop down some infinity chests, loaders, splitter sushi "mixer". Went to setup the quality chests and ...
- Sat Nov 16, 2024 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: [hrusa] [2.0.19] Alt + Mouse Wheel Up/Down keybind priority issue.
- Replies: 1
- Views: 1224
[hrusa] [2.0.19] Alt + Mouse Wheel Up/Down keybind priority issue.
I didn't have this issue in 2.0.15 and earlier since I was staying on the stable releases. Now there are 4 experimentals and I was wanting some of the new features (quickbar icons and quality buttons instead of dropdown that weren't in stable yet). Finally decided to join the experimental releases ...
- Thu Nov 14, 2024 6:39 pm
- Forum: Duplicates
- Topic: [2.0.17] Laser turret max consumption is increasingly misleading in Space Age
- Replies: 3
- Views: 1715
Re: [2.0.17] Laser turret max consumption is increasingly misleading in Space Age
The tooltip is slightly off from laser turret's real max energy consumption and always has been. The tooltip updates to the expected max consumption of 800kj per shot * total laser shooting speed but the *real* max consumption seems about 200kj more than that according to the power graph every time ...
- Wed Nov 13, 2024 4:26 pm
- Forum: Not a bug
- Topic: [2.0.15] Automatic requests from space platforms does not launch rockets automatically
- Replies: 4
- Views: 4045
Re: [2.0.15] Automatic requests from space platforms does not launch rockets automatically
I had the same issue but mine was because of a the group logistics. I forgot I had 3 other space platforms with the same group and 1 of them was currently over nauvis where I was also trying to load up a brand new platform.
If you hover over the request somewhere it will say what platform the ...
If you hover over the request somewhere it will say what platform the ...
- Tue Nov 12, 2024 4:51 pm
- Forum: Ideas and Suggestions
- Topic: Signal Monitoring of thruster fuel levels and Platform hub paused state
- Replies: 24
- Views: 3729
Re: Signal control/monitor for improved control of platform speed
that is what i'm already doing, that makes the thrusters fill entirely while waiting at the planet and then dash right into large asteroids.
You might need more defense then. You can still try this thread out. Basically solved the efficiency problem on thrusters. Which also makes your platform ...
- Mon Nov 11, 2024 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Add space platform deconstruction animation.
- Replies: 4
- Views: 496
Add space platform deconstruction animation.
I tried the forum search but it wasn't yielding anything relevant and I find it hard to believe no one else has suggested it yet. Probably using the wrong words and/or the wrong order.
We have this cool construction animation for construction on platforms. Why not play it in reverse for ...
We have this cool construction animation for construction on platforms. Why not play it in reverse for ...