Search found 373 matches
- 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...
- 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
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
- 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...
- 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
currently no_schedule says Waiting for a starter pack in the documentations, it should be about not having a schedule, or not?
Greetz,
Luzifer
- 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...
- 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
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
- 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
- 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...
- Fri Oct 25, 2024 11:25 am
- Forum: Railway Setups
- Topic: [RHD] Space Age Grid Rail Blueprints
- Replies: 2
- Views: 16726
- 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...
- 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 ...
- 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.
There are 2x 3-way and 2x 4-way junctions inside.
- 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: From my testing it seems to only happen to pumpjacks whos expected ressource is under 10/s.
Greetz,
Luzifer
somehow this happens: From my testing it seems to only happen to pumpjacks whos expected ressource is under 10/s.
Greetz,
Luzifer
- 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
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
- 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
a little OQL suggestion here. Add something like ghost entities, but for empty mining drills.
Greetz,
Luzifer
- 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. Or just trying to use it as blueprint icons. Would be nice if it was changed.
Greetz,
Luzifer
when trying to make a nice rich text using rails and then ramps/support it looks a bit weird. Or just trying to use it as blueprint icons. Would be nice if it was changed.
Greetz,
Luzifer
- 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
when super force building rails over walls they should be replaced with gates.
Greetz,
Luzifer
- 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
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
- 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
it would be awesome if the factoriopedia would also show the modules that the recipe accepts.
Greetz,
Luzifer
- 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...