Search found 373 matches

by LuziferSenpai
Tue Nov 05, 2024 12:51 am
Forum: Ideas and Suggestions
Topic: Factoriopedia toggle to show only items in the categories
Replies: 0
Views: 65

Factoriopedia toggle to show only items in the categories

Hey, it would be awesome of there was a toggle/general option to NOT show any recipes in the categories. These recipe would still be displayed in the side view, when clicking on a item. If we look at these two screenshots here, we can see that the factoriopedia is very full now: 11-05-2024, 02-00-29...
by LuziferSenpai
Sat Nov 02, 2024 8:35 pm
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 37
Views: 1849

[2.0] Entity control behaviour r/g wire selection

Hey,

it would be awesome if we could get a R/G selection for all the different control behaviours, like in the decider combinator.

It would make building a circuit much easier and cleaner.

Greetz,

Luzifer
by LuziferSenpai
Fri Nov 01, 2024 4:20 am
Forum: Resolved Problems and Bugs
Topic: [2.0.10] Updated mod not appearing in Mods Explore
Replies: 4
Views: 238

Re: [2.0.10] Updated mod not appearing in Mods Explore

Hello, it looks like it is now showing? Maybe it just took some time for the data to update with how many players are interacting with the mod portal. Nope, its not searchable at all. Not in 2.0 atleast. I looked throw all pages of "Automatic" & "Underground", both dont show...
by LuziferSenpai
Fri Nov 01, 2024 12:36 am
Forum: Documentation Improvement Requests
Topic: [2.0.14] Little error in the documents for defines.space_platform_state.no_schedule
Replies: 0
Views: 93

[2.0.14] Little error in the documents for defines.space_platform_state.no_schedule

Hey,

currently no_schedule says Waiting for a starter pack in the documentations, it should be about not having a schedule, or not?

Greetz,

Luzifer
by LuziferSenpai
Tue Oct 29, 2024 9:20 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.12] defines.space_platform_state is missing the define for number 7
Replies: 1
Views: 729

[boskid][2.0.12] defines.space_platform_state is missing the define for number 7

Hey, after playing around with platforms, I noticed that one number you get from the event defines.events.on_space_platform_changed_state is missing its define counterpart. 10-29-2024, 10-16-50.png Reproduce: Make a new savegame, I used the small testing envoirment + cheat mode Use the command: /c s...
by LuziferSenpai
Mon Oct 28, 2024 8:33 am
Forum: Modding interface requests
Topic: [2.0] on_space_platform_recieved_cargo & on_space_platform_send_cargo
Replies: 0
Views: 107

[2.0] on_space_platform_recieved_cargo & on_space_platform_send_cargo

Hey,

it would be awesome if we could detect when a space platform recieves cargo or sends out cargo.
With that we could do logic on that point, without either on_tick & checking or guessing when the platform changes state.

Greetz,

Luzifer
by LuziferSenpai
Sat Oct 26, 2024 12:32 pm
Forum: Duplicates
Topic: [2.0.11] Select Icon Menu doesnt show Items/Recipes with Icons, instead of Icon
Replies: 2
Views: 122

[2.0.11] Select Icon Menu doesnt show Items/Recipes with Icons, instead of Icon

Hey, when you want to show a item/icon in chat or a textfield, you can select it here: 10-26-2024, 14-31-28.png BUT, that menu doesnt show items and recipes which dont have a icon set. Like if you look at this picture, there is a "few" items missing. 10-26-2024, 14-31-59.png Greetz, Luzifer
by LuziferSenpai
Fri Oct 25, 2024 12:35 pm
Forum: Modding interface requests
Topic: [2.0] Option to exclude entities from fast replace in smart belt dragging
Replies: 0
Views: 107

[2.0] Option to exclude entities from fast replace in smart belt dragging

Hey, it would be nice if there was a option in the prototype define, that would tell the smart belt dragging to ignore a entity, when its getting dragged on from a different side, then its facing. Like showing in this GIF for the underground belts, the transport belt, the splitter & the 2x1 load...
by LuziferSenpai
Fri Oct 25, 2024 11:25 am
Forum: Railway Setups
Topic: [RHD] Space Age Grid Rail Blueprints
Replies: 2
Views: 16726

Re: [RHD] Space Age Grid Rail Blueprints

SIGSTKFLT wrote: Fri Oct 25, 2024 3:59 am Lacks compact (i.e., 32x32) T and X junctions, which would make it much better imo
I didnt add them on purpose, I dont really like them for thoughput issues.
by LuziferSenpai
Thu Oct 24, 2024 9:38 am
Forum: Ideas and Suggestions
Topic: Placing pipes next to each other
Replies: 29
Views: 15420

Re: [2.0] Connect pipes only via drag

it would be AWESOME if pipes dont automaticly connect to anything, they would need to be connected via dragging them together. While probably not appropriate for the base game (it's a bit unintuitive for new players) i could see this becoming an interesting mod. Although, it would probably need a s...
by LuziferSenpai
Wed Oct 23, 2024 9:17 pm
Forum: Ideas and Suggestions
Topic: Placing pipes next to each other
Replies: 29
Views: 15420

Re: Placing pipes next to each other

Just pushing this to the top, because it got merged now ...
by LuziferSenpai
Mon Oct 21, 2024 5:21 pm
Forum: Railway Setups
Topic: 2.0 Intersection Compendium
Replies: 57
Views: 25763

Re: 2.0 Intersection Compendium

You can test these designs: viewtopic.php?f=194&t=115929

There are 2x 3-way and 2x 4-way junctions inside.
by LuziferSenpai
Mon Oct 21, 2024 9:15 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.7] Pumpjacks sometimes shows no fluid output number
Replies: 1
Views: 745

[Klonan] [2.0.7] Pumpjacks sometimes shows no fluid output number

Hey,

somehow this happens:
10-21-2024, 11-12-21.png
10-21-2024, 11-12-21.png (105.27 KiB) Viewed 745 times
10-21-2024, 11-15-43.png
10-21-2024, 11-15-43.png (105.75 KiB) Viewed 745 times
10-21-2024, 11-14-21.png
10-21-2024, 11-14-21.png (101.89 KiB) Viewed 745 times
From my testing it seems to only happen to pumpjacks whos expected ressource is under 10/s.

Greetz,

Luzifer
by LuziferSenpai
Sun Oct 20, 2024 2:14 am
Forum: Modding interface requests
Topic: [2.0] Be able to read/write interrupts for trains/space platforms
Replies: 11
Views: 890

[2.0] Be able to read/write interrupts for trains/space platforms

Hey,

it would be nice if we could r/w interrupts.
Currently my mod Automatic Coupling System has a lot of problem, because of the new interrupt & group logic.
Specially because I cant read/write the interrupts.

Greetz,

Luzifer
by LuziferSenpai
Sun Oct 20, 2024 1:48 am
Forum: Ideas and Suggestions
Topic: [2.0] A option in deconstruction planner to select empty miners.
Replies: 3
Views: 361

[2.0] A option in deconstruction planner to select empty miners.

Hey,

a little OQL suggestion here. Add something like ghost entities, but for empty mining drills.

Greetz,

Luzifer
by LuziferSenpai
Sun Oct 20, 2024 1:29 am
Forum: Outdated/Not implemented
Topic: [2.0] Have the rail item icon lay down, like the ramps & supports
Replies: 2
Views: 266

[2.0] Have the rail item icon lay down, like the ramps & supports

Hey,

when trying to make a nice rich text using rails and then ramps/support it looks a bit weird.
10-20-2024, 03-29-10.png
10-20-2024, 03-29-10.png (7.81 KiB) Viewed 266 times
Or just trying to use it as blueprint icons.
10-20-2024, 03-34-07.png
10-20-2024, 03-34-07.png (16.76 KiB) Viewed 264 times
Would be nice if it was changed.

Greetz,

Luzifer
by LuziferSenpai
Sun Oct 20, 2024 1:19 am
Forum: Ideas and Suggestions
Topic: [2.0] Super Force build with a rail over walls should place gates
Replies: 3
Views: 301

[2.0] Super Force build with a rail over walls should place gates

Hey,

when super force building rails over walls they should be replaced with gates.

Greetz,

Luzifer
by LuziferSenpai
Sun Oct 20, 2024 1:02 am
Forum: Ideas and Suggestions
Topic: [2.0] Disable auto targeting for all artillery wagons at once
Replies: 0
Views: 111

[2.0] Disable auto targeting for all artillery wagons at once

Hey,

it would be awesome if there was a way to disable auto targeting for all wagons at once, not just one at a time.

Greetz,

Luzifer
by LuziferSenpai
Sun Oct 20, 2024 12:49 am
Forum: Ideas and Suggestions
Topic: [2.0] Show accepted modules in Factoriopedia
Replies: 0
Views: 122

[2.0] Show accepted modules in Factoriopedia

Hey,

it would be awesome if the factoriopedia would also show the modules that the recipe accepts.

Greetz,

Luzifer
by LuziferSenpai
Sat Oct 19, 2024 11:54 am
Forum: Ideas and Suggestions
Topic: Placing pipes next to each other
Replies: 29
Views: 15420

[2.0] Connect pipes only via drag

Hey, it would be AWESOME if pipes dont automaticly connect to anything, they would need to be connected via dragging them together. So you hold a pipe in your hand and when you start dragging it, it would then connect. If you then drag a pipe over two pipes that are next to each other, they would co...

Go to advanced search