Search found 1198 matches
- Fri Jun 06, 2025 9:57 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 488
Re: Need your help to optimize a buffer zone
An even unload is ensured for my examples in the second post. No matter how uneven the unloading is performed. Just one lane, complete block, slow, fast. All the chests will be empty within the same second. No circuit control required. That's because of the balancers at the output.
I tried ...
- Thu Jun 05, 2025 11:15 pm
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 488
Re: Need your help to optimize a buffer zone
You can always add a bypass route instead of having the buffer directly in series between input and output.
You need to identify the reasons for the uneven unloading before you can fix it. Tertius's example solves one issue, which is that the inserters placing items farther from the exit will ...
You need to identify the reasons for the uneven unloading before you can fix it. Tertius's example solves one issue, which is that the inserters placing items farther from the exit will ...
- Tue Jun 03, 2025 3:54 am
- Forum: Modding help
- Topic: Help from experienced modders to create a hidden lightning rod
- Replies: 2
- Views: 215
Re: Help from experienced modders to create a hidden lightning rod
For a better example of compound entity management, look at how Shortwave Fixed radios work, and how Cargo Ships oil rigs work.
- Sun Jun 01, 2025 11:26 pm
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 389
Re: [2.0.47] Train schedule is overriden when using blueprint
Nevermind, I think this is not a bug. After some testing I figured that interrupts with the same name override each other as well. I changed name from "Dispatch" to "Dispatch - *W" in my case where * is number of wagons and started to work.
Oh right. Interrupt names are also overridden by what ...
- Sun Jun 01, 2025 7:45 pm
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 389
Re: [2.0.47] Train schedule is overriden when using blueprint
I'll check your save file tonight, but I'm not a mod so they will do what they think is right.
- Sun Jun 01, 2025 7:50 am
- Forum: Modding help
- Topic: Help from experienced modders to create a hidden lightning rod
- Replies: 1
- Views: 174
Re: Help from experienced modders to create a hidden lightning rod
What you are trying to make is commonly called a "compound entity". You want your modded entity to have the functionality of both a power pole and a lightning attractor, which the game can only handle as separate prototypes. You have to create two entities, only one of which is craftable, (for ...
- Sun Jun 01, 2025 4:48 am
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 389
Re: [2.0.47] Train schedule is overriden when using blueprint
Hmm, that might be a bug. It'll be easier to replicate if you can upload a save file with the affected blueprint in your inventory.
- Sun Jun 01, 2025 12:26 am
- Forum: Not a bug
- Topic: [2.0.47] Train schedule is overriden when using blueprint
- Replies: 8
- Views: 389
Re: [2.0.47] Train schedule is overriden when using blueprint
When the blueprint contains the name of a train group, the new train is assigned to that group. If the group already exists, the train is given the schedule from the group already in the save, and the schedule in the blueprint is discarded. This is intentional so you don't have to update all your ...
- Sat May 31, 2025 7:55 pm
- Forum: Bug Reports
- Topic: [2.0.47] Construction bots ignore orders on one planet
- Replies: 3
- Views: 343
Re: [2.0.47] Construction bots ignore orders on one planet
It's possible for jobs to be "ignored" if they are assigned to the job queue of a robot that is stuck trying to complete a prior job. (There is still no queue timeout AFAIK.) For example, if it's trying to place a building that has a tile or vehicle in the way. Can you see if there are any stuck ...
- Sat May 31, 2025 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Bring back 1.x rail signal wagon visualisation when hovering over a signal
- Replies: 8
- Views: 664
Re: Bring back 1.x rail signal wagon visualisation when hovering over a signal
There are other topics where the signal auto-rotate behavior is mentioned. It won't auto-rotate in a position where it can't be built (either because there's an identical signal there already, or it's over water). This is the intended behavior and changing it might be complicated, but it's also an ...
- Sat May 31, 2025 6:07 am
- Forum: Modding interface requests
- Topic: runtime access to UtilityConstants.rocket_lift_weight
- Replies: 3
- Views: 280
Re: runtime access to UtilityConstants.rocket_lift_weight
Please note that my request is not for having per-prototype rocket lift weights, but for having the one rocket lift weight available in runtime stage (without resorting to smuggling arbitrary data from data stage). Related, but still completely different.
Ah, you want *read* access. That makes ...
- Fri May 30, 2025 8:57 pm
- Forum: Modding interface requests
- Topic: runtime access to UtilityConstants.rocket_lift_weight
- Replies: 3
- Views: 280
Re: runtime access to UtilityConstants.rocket_lift_weight
Related request that was previously marked "won't implement": https://forums.factorio.com/viewtopic.php?p=656781&hilit=Rocket+weight#p656781.
I agree that either of these changes would be really nice. It would also make sense for higher quality rockets/silos to lift more weight (if they don't ...
I agree that either of these changes would be really nice. It would also make sense for higher quality rockets/silos to lift more weight (if they don't ...
- Fri May 30, 2025 8:19 am
- Forum: Gameplay Help
- Topic: Train can not find path, and it finds it later o.O
- Replies: 5
- Views: 437
Re: Train can not find path, and it finds it later o.O
It's not a train limit problem. When the train limit is full, the train will have a blue "zzz" icon, not the orange "no path" icon. The affected trains even say in the schedule "All 36 stops are inaccessible". But then the train starts moving, even though the no-path alter is still attached to it ...
- Thu May 29, 2025 11:16 pm
- Forum: Documentation Improvement Requests
- Topic: Add descriptions in LuaSchedule
- Replies: 0
- Views: 157
Add descriptions in LuaSchedule
The following methods lack a description or need clarifications:
ScheduleRecordPosition parameters named "index" -- I believe this is only place in the API where a parameter with "index" in the name is not an integer. Can we please change the name of the parameter from "index" to "record_position ...
ScheduleRecordPosition parameters named "index" -- I believe this is only place in the API where a parameter with "index" in the name is not an integer. Can we please change the name of the parameter from "index" to "record_position ...
- Wed May 28, 2025 6:31 pm
- Forum: Modding help
- Topic: Swapping inventory stack with cursor stack loses reserved inventory slot
- Replies: 2
- Views: 189
Re: Swapping inventory stack with cursor stack loses reserved inventory slot
I don't think you can avoid the original location of the hand being lost when you modify the cursor stack. But you can reserve another empty slot by script with https://lua-api.factorio.com/latest/cla ... d_location
- Tue May 27, 2025 1:53 pm
- Forum: Documentation Improvement Requests
- Topic: events raised in on_init get skipped by mods already present on the save
- Replies: 4
- Views: 364
Re: events raised in on_init get skipped by mods already present on the save
This is an interesting topic. Reading the diagram closely I can see how this occurs. It does feel unintuitive that "new" mods are potentially initialized before "old" mods are allowed to load. It's possible that this or similar behavior could explain some of the weirder bug reports I've received ...
- Tue May 27, 2025 4:07 am
- Forum: Ideas and Suggestions
- Topic: My Suggestions' Compilation
- Replies: 2
- Views: 258
Re: My Suggestions' Compilation
Please make one thread per suggestion so they can be discussed and sorted separately. See viewtopic.php?f=6&t=3394
- Mon May 26, 2025 5:08 pm
- Forum: Ideas and Suggestions
- Topic: Rapid Artillery Marking is missing and it's bad with health buff
- Replies: 7
- Views: 402
Re: Rapid Artillery Marking is missing and it's bad with health buff
Or just expand your defense perimeter and research so they operate automatically? Factorio doesn't optimize manual actions when they can be automated.
:roll:
eeeh i mean belt dragging etc power poles pipes placements (can be automated with robots)
:roll: :roll: :roll: :roll: :roll ...
- Sat May 24, 2025 11:49 pm
- Forum: Not a bug
- Topic: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.
- Replies: 4
- Views: 525
Re: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.
Empty slots do not evaluate to zero. They cause the condition to always evaluate to false. The behavior you observe was added in response to another bug report where the unpopulated conditions would break the intended logic because of this.
- Sat May 24, 2025 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Bring back 1.x rail signal wagon visualisation when hovering over a signal
- Replies: 8
- Views: 664
Re: Bring back 1.x rail signal wagon visualisation when hovering over a signal
The problem OP describes is one I have commonly too. Say you build an intersection, place the signals at the entrance to the intersection, and want to place additional signals on the entering tracks spaced precisely for waiting trains. What you actually need is the wagon visualizations shown *after ...