Not a major bug, but I think this can be initially misleading. It should say "+50%", not just "50%".
Search found 31 matches
- Mon Nov 04, 2024 2:38 am
- Forum: Not a bug
- Topic: [2.0.14] Factoriopedia lists misleading value for EM plant's base productivity
- Replies: 1
- Views: 132
- Sun Nov 03, 2024 11:47 pm
- Forum: Duplicates
- Topic: [2.0.14] Thrusters transmit fluids even when misaligned
- Replies: 1
- Views: 141
[2.0.14] Thrusters transmit fluids even when misaligned
Here is an image of the problem that I think is a bug. In the screenshot, I am using the Editor Extensions mod for convenience (but it can be reproduced quite easily in vanilla Space Age). 11-03-2024, 18-44-33.png Steps to reproduce: 1. Place 5 thrusters horizontally (or any odd number). 2. Attach F...
- Wed Oct 23, 2024 1:51 am
- Forum: Duplicates
- Topic: [2.0.9] Pumpjack tooltip doesn't show mining rate
- Replies: 1
- Views: 95
[2.0.9] Pumpjack tooltip doesn't show mining rate
The part of the pumpjack tooltip that should show the mining rate doesn't show anything:
- Mon Jun 07, 2021 4:32 am
- Forum: Modding help
- Topic: Clearing signals in a wire / circuit network
- Replies: 3
- Views: 2666
Re: Clearing signals in a wire / circuit network
Can you point me to the relevant Lua command for this?
- Mon Jun 07, 2021 12:23 am
- Forum: Modding help
- Topic: Clearing signals in a wire / circuit network
- Replies: 3
- Views: 2666
Clearing signals in a wire / circuit network
Hi, I am looking for a command to clear the signals in a circuit network. Let's say, there's a green wire carrying some frame of signals. Is there a Lua command to "set signal" or "clear/reset signals" in a particular wire? Looking at the Factorio Lua API, most attributes are rea...
- Thu Jan 21, 2021 12:37 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described
- Replies: 12
- Views: 5445
Re: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described
Also, hopefully you fix the grammatical error! It should be "feature" not "features".
- Sun Jan 17, 2021 7:02 am
- Forum: Modding interface requests
- Topic: LuaPlayer::set_controller -> cutscene: Option to remove or control movement 'curve', eg to make movement speed linear.
- Replies: 3
- Views: 2385
- Thu Jan 07, 2021 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.7] Lamps incorrectly claim "No Power"
- Replies: 1
- Views: 1862
[boskid][1.1.7] Lamps incorrectly claim "No Power"
Lamps incorrectly claim "No Power" when using the "Electric energy interface": cmsnV6j.png However, this warning mysteriously goes away if I place any other power consumer (like an inserter) or power producer (like a solar panel) in the network: DwVDUvP.png This warning goes away...
- Fri Jul 24, 2020 7:44 am
- Forum: Ideas and Suggestions
- Topic: Add "NOT" operator in Train Schedules
- Replies: 4
- Views: 1515
Re: Add "NOT" operator in Train Schedules
"NOT full cargo inventory" can be used to prevent a train from leaving an unloading station if nothing was unloaded. This is useful in setups where you aren't trying to completely unload a train but have a clocked rail system where it stays at the unloader for X seconds and then moves on e...
- Fri Jul 24, 2020 12:14 am
- Forum: Ideas and Suggestions
- Topic: Add "NOT" operator in Train Schedules
- Replies: 4
- Views: 1515
Add "NOT" operator in Train Schedules
TL;DR Add "NOT" operator to train schedules What ? Currently we have the AND and OR operators in train schedules. With a NOT operator on wait conditions for trains, we can have functional completeness . This is present in an indirect manner for some wait conditions: There is an explicit &...
- Wed Jul 22, 2020 12:04 am
- Forum: Ideas and Suggestions
- Topic: Lamps that are on should be rendered on top of shadows
- Replies: 0
- Views: 647
Lamps that are on should be rendered on top of shadows
TL;DR Shadows shouldn't fall on top of lit up lamps. What ? Shadows currently fall on top of lit up lamps. This is physically weird and looks ugly: Annotation 2020-07-21 194646.png The lighting effects should be rendered on top of the shadows. Not under them. It's obvious why this is just wrong. Wh...
- Sat Jul 18, 2020 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Quality of life UI improvements to train schedules
- Replies: 3
- Views: 1250
Re: Quality of life UI improvements to train schedules
If it is, that's nice to know. I tried it last night and it didn't work for me. But let me try again and slash that suggestion from the list
- Sat Jul 18, 2020 12:54 am
- Forum: Ideas and Suggestions
- Topic: Quality of life UI improvements to train schedules
- Replies: 3
- Views: 1250
Quality of life UI improvements to train schedules
This is what the current train schedule looks like: Annotation 2020-07-17 204311.png There are some things that feels like it should be intuitively possible to do but aren't. It would be nice to have the following quality-of-life updates: Change a stop in-place: It should be possible to click (proba...
- Wed Jul 15, 2020 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint notes
- Replies: 8
- Views: 3129
Re: Blueprint notes
Of course, it would be nice to have all of the things you mentioned. But if that leads to scope creep (by essentially trying to reinvent a version control system for blueprints and a closed-box simulator) which leads to these features being indefinitely postponed, it's useful to consider that most o...
- Sat Jul 11, 2020 2:10 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][0.18.35] Long blueprint names cause delete button to get cut off
- Replies: 1
- Views: 981
[kovarex][0.18.35] Long blueprint names cause delete button to get cut off
When a blueprint has a long name, the delete button at the right end tends to get cut off:
- Sat Jul 11, 2020 2:00 am
- Forum: Ideas and Suggestions
- Topic: Blueprint notes
- Replies: 8
- Views: 3129
Add the ability to write a long description for a blueprint
Currently, blueprints can only have text associated with them in the form of their title/name. It would be useful to add the ability to write a description of the blueprint. This would allow for the possibility of attaching documentation or usage instructions for blueprints, especially complicated o...
- Tue Jun 30, 2020 6:49 pm
- Forum: Not a bug
- Topic: [0.18.34] Train Graphical Misalignment?
- Replies: 7
- Views: 3026
Re: [0.18.34] Train Graphical Misalignment?
This still looks like a bug to me because the "expectation" (predicted wagon outline when hovering over a train stop) does not match reality (where the actual wagons end up). However, since this was moves to "Not a Bug" - would it be appropriate to post it again as a suggestion/r...
- Tue Jun 30, 2020 11:08 am
- Forum: Not a bug
- Topic: [0.18.34] Train Graphical Misalignment?
- Replies: 7
- Views: 3026
Re: [0.18.34] Train Graphical Misalignment?
If this is not a bug and just a graphical fix, then it would be nice if it doesn't affect things like this: Annotation 2020-06-30 070536.png Based on the "predicted wagon outlines" - all of these wagons should line up. While this is not a big deal for the inserters as all inserters can suc...
- Tue Jun 30, 2020 10:40 am
- Forum: Not a bug
- Topic: [0.18.34] Train Graphical Misalignment?
- Replies: 7
- Views: 3026
[0.18.34] Train Graphical Misalignment?
While trying to set up a train station built over a curve, I noticed a weird graphical misalignment with trains. Here is the station setup: Annotation 2020-06-30 061019.png As you can see, the wagon outlines show that wagons should line up with the chests and inserters. But when I actually send a tr...
- Sat Feb 29, 2020 11:47 pm
- Forum: Not a bug
- Topic: [0.18.9] Beacon area highlight is smaller than it should be
- Replies: 5
- Views: 1751
Re: [0.18.9] Beacon area highlight is smaller than it should be
How come that logic isn't used for electric grids then? You definitely can't power an entity occupying a tile that the electric grid is simply adjacent to.