Search found 610 matches
- Fri Jun 06, 2025 1:49 pm
- Forum: This Forum
- Topic: Enabled syntax highlighting extension
- Replies: 1
- Views: 212
Re: Enabled syntax highlighting plugin
Thank you! Not perfect but a good step in the right direction. Much appreciated.
- Mon Jun 02, 2025 11:50 am
- Forum: Ideas and Suggestions
- Topic: Heat Pipe Network in Remote View
- Replies: 2
- Views: 199
- Thu May 29, 2025 12:56 pm
- Forum: General discussion
- Topic: How do you guys usually find new mods or stuff like what you already use?
- Replies: 2
- Views: 514
Re: How do you guys usually find new mods or stuff like what you already use?
Welcome to the forums!
I find the mod portal somewhat of a cross between a treasure vault and the Room of Requirement at Hogwarts - piled high with stuff, some of immense value, some junk, things you don't know you need, and everything you always wanted all jumbled together. And every day it grows ...
I find the mod portal somewhat of a cross between a treasure vault and the Room of Requirement at Hogwarts - piled high with stuff, some of immense value, some junk, things you don't know you need, and everything you always wanted all jumbled together. And every day it grows ...
- Tue May 20, 2025 1:31 pm
- Forum: Ideas and Suggestions
- Topic: Voice alarms
- Replies: 1
- Views: 234
Voice alarms
TL;DR
Ability for the programmable speaker to read messages not just blare alarms.
What?
Add the option for the programmable speaker to read icons (not arbitrary text as words, just icons) like iron-plate and bioflux.
The simplest voice alarm would read the control for the speaker, for example ...
Ability for the programmable speaker to read messages not just blare alarms.
What?
Add the option for the programmable speaker to read icons (not arbitrary text as words, just icons) like iron-plate and bioflux.
The simplest voice alarm would read the control for the speaker, for example ...
- Thu May 08, 2025 12:31 pm
- Forum: General discussion
- Topic: The quality system needs a redesign
- Replies: 30
- Views: 3075
Re: The quality system needs a redesign
I'm increasingly considering just disabling the "quality" expansion in my next playthrough
Side note: the recycler is part of the quality mod, so the Space Age mod requires it (in order to deal with Fulgora). Playing without quality means remembering not to research the very first quality ...
- Sun May 04, 2025 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Show more precise numbers when hovering achievement progress
- Replies: 2
- Views: 202
Re: Show more precise numbers when hovering achievement progress
Yep and once you can do it for achievements do it for every number. Number shows as 3M, hover over number, number shows as 3,125,691. Doesn't matter if it is the contents of a chest, of a train, of a belt, of a foundry, just make the hover tooltip able to show precise numbers.
- Sun May 04, 2025 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Additional train interrupt conditions
- Replies: 15
- Views: 5168
Re: Additional train interrupt conditions
Oh yes please being able to set an interrupt for this group would be amazing!foxoftheasterisk wrote: Sun May 04, 2025 4:06 am The condition I really really really want for interrupts is: Train Group. As in, the interrupt will only work for trains that are part of the specified group.
- Sun May 04, 2025 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Add space platforms statistic info counters
- Replies: 3
- Views: 337
Re: Add space platforms statistic info counters
Hmmm would logically suggest comparable stats for trains, stations visited and km travelled, could be interesting.
- Sun May 04, 2025 1:58 pm
- Forum: Gameplay Help
- Topic: Decider Combinator converts one signal to another now?
- Replies: 5
- Views: 275
Re: Decider Combinator converts one signal to another now?
You have set the combinator to output the RED input COUNT as the output value for S. The red input count is 46, it is outputting S with a value of 46, exactly as it should. If you want the output count of the green wire, change the checkbox for the output from red to green.
- Mon Apr 28, 2025 5:07 pm
- Forum: Show your Creations
- Topic: Space Platform (Ship) Index
- Replies: 6
- Views: 1117
Re: Space Platform (Ship) Index
Ship Name | Main mission | Tons | Size | Cruise | Avg | Cycle | Cycle | Reach | Energy | Cargo | Comb-
| | | | Speed | Speed | kkm | Time | | Source | slots | inators ...
| | | | Speed | Speed | kkm | Time | | Source | slots | inators ...
- Sat Apr 26, 2025 3:24 pm
- Forum: Gameplay Help
- Topic: Fully limiting inventory of Asteroid Collector doesn't behave properly
- Replies: 1
- Views: 190
Re: Fully limiting inventory of Asteroid Collector doesn't behave properly
The arms still pick up chunks the same way inserters pick up items from belts before they realize the chest is full. If I want to limit an AC, I set the filter to prometheum which works until you are past the edge of the solar system.
Edit: I just checked and the only option other than valid ...
Edit: I just checked and the only option other than valid ...
- Tue Apr 22, 2025 1:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.31] remote view train schedule shows wrong stop
- Replies: 2
- Views: 350
Re: [2.0.31] remote view train schedule shows wrong stop
Not sure when this changed but it 2.0.45 it is not happening any more, the stations show correctly where the train is going.
- Tue Apr 22, 2025 1:44 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 9
- Views: 2846
Re: How pros approach the game?
Welcome engineer!
I think of Factorio not so much as difficult, as rich... rich in complexity, in depth, in possibilities.
So general insights and thoughts...
Practice! Once you have built a basic circuit line a thousand times, you will have internalized the ratios and what works. Provided that ...
I think of Factorio not so much as difficult, as rich... rich in complexity, in depth, in possibilities.
So general insights and thoughts...
Practice! Once you have built a basic circuit line a thousand times, you will have internalized the ratios and what works. Provided that ...
- Mon Apr 21, 2025 2:45 pm
- Forum: Show your Creations
- Topic: Space Platform (Ship) Index
- Replies: 6
- Views: 1117
Re: Space Platform (Ship) Index
Nice idea!
I would like to see the creator's name in the table - how many of us have ships named Prometheus or Enterprise or Falcon?
It would also be very convenient if the table included a link to the post, so when I find a ship in the table I can quickly go look at it.
I would also be interested ...
I would like to see the creator's name in the table - how many of us have ships named Prometheus or Enterprise or Falcon?
It would also be very convenient if the table included a link to the post, so when I find a ship in the table I can quickly go look at it.
I would also be interested ...
- Tue Apr 15, 2025 1:55 pm
- Forum: Mod portal Discussion
- Topic: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
- Replies: 2
- Views: 255
Re: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
Up in the top of the post there are icons to edit (little pencil) and delete (X) posts.nattanang wrote: Tue Apr 15, 2025 12:52 pm Sorry for posting in the wrong forum. How can I delete this?
- Sun Apr 13, 2025 12:36 pm
- Forum: Not a bug
- Topic: [2.0.42] Platform ignores time passed wait condition
- Replies: 4
- Views: 388
Re: [2.0.42] Platform ignores time passed wait condition
I am fine with the current behaviour, I just swapped the two Vulcanus stops so first without unloading it waits until all requests are satisfied, then it moves to the unloading stop. This way no rockets are on the way while it drops the carbon and leaves after 5 seconds as I wanted.
- Fri Apr 11, 2025 5:31 pm
- Forum: Ideas and Suggestions
- Topic: Unlock trigger technologies after first run through
- Replies: 0
- Views: 168
Unlock trigger technologies after first run through
TL;DR
Once you have played version 2.0 and unlocked all the new trigger technologies, automatically unlock them for subsequent games.
What?
I suggest that you only have to unlock research trigger technologies once. Once blueprints are unlocked the first time you get to construction robots, in ...
Once you have played version 2.0 and unlocked all the new trigger technologies, automatically unlock them for subsequent games.
What?
I suggest that you only have to unlock research trigger technologies once. Once blueprints are unlocked the first time you get to construction robots, in ...
- Wed Apr 09, 2025 12:14 pm
- Forum: Ideas and Suggestions
- Topic: Idea - Schedule Sets
- Replies: 4
- Views: 345
Re: Idea - Schedule Sets
+1
Don't get me wrong, train groups are a great new feature. However, when you want a complicated train and oh I love my complicated trains, it would be so nice to define schedule sets (nice name by the way) for one or more of the stops in a schedule, and then cherry pick which sets get re-used in ...
Don't get me wrong, train groups are a great new feature. However, when you want a complicated train and oh I love my complicated trains, it would be so nice to define schedule sets (nice name by the way) for one or more of the stops in a schedule, and then cherry pick which sets get re-used in ...
- Thu Apr 03, 2025 2:06 pm
- Forum: Ideas and Suggestions
- Topic: Auto purge full fluids tanks
- Replies: 5
- Views: 469
Re: Auto purge full fluids tanks
It would be great to have a control option when the tank is connected to the circuit network. Right now the only 'option' is to read the tank contents. It would be so nice to set a circuit condition to purge the tank or purge the fluid network (the two options that are now available manually). Then ...
- Wed Apr 02, 2025 12:49 pm
- Forum: Ideas and Suggestions
- Topic: Idea: Mark Drill etc. for Deconstruction Conditionally
- Replies: 5
- Views: 349
Re: Idea: Mark Drill etc. for Deconstruction Conditionally
This would be cool! And then you could read the contents of a belt and if the belt was empty and the drill was gone, mark the belt for deconstruction! And when all the drills and all the belts are gone then mark the loading station for deconstruction! I love it!