Search found 1147 matches

by NotRexButCaesar
Wed Feb 11, 2026 7:45 am
Forum: Ideas and Suggestions
Topic: Parameter "Output of" variable
Replies: 14
Views: 4239

Re: Parameter "Output of" variable

Equivalently, there could be "recipe of," and then you could make the assembler have the recipe of the output item instead of having the chest use the output of the recipe.
by NotRexButCaesar
Wed Feb 11, 2026 7:42 am
Forum: Ideas and Suggestions
Topic: Blueprint Variable References Should Preserve Individual Constants
Replies: 2
Views: 898

Re: Blueprint Variable References Should Preserve Individual Constants

+1

Currently you can get around this by changing the constant to something else, then when you are editing the parameters, make the default value whatever you actually want. I have been doing this but it is a little annoying.


Further improvement would be to allow player to merge two parameters ...
by NotRexButCaesar
Wed Feb 11, 2026 7:39 am
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 59
Views: 18673

Re: Please add a button to add a new blueprint parameter variable

+1
It would also be nice if the parameters did not disappear when I modify the blueprint.
So far, I have been doing this by creating a combinator in the blueprint with some random signals, and then once I have set all the parameters, I save them and delete the combinator from the blueprint. The ...
by NotRexButCaesar
Wed Feb 11, 2026 6:33 am
Forum: Ideas and Suggestions
Topic: Allow flipping fluid-powered inserters
Replies: 3
Views: 309

Re: Allow flipping fluid-powered inserters

Koub wrote:
Since this is a bug and has been assigned, I think it should be moved from Ideas and Suggestions.
by NotRexButCaesar
Wed Feb 11, 2026 6:28 am
Forum: Ideas and Suggestions
Topic: Allow Blueprint to Disconnect Wire Connections
Replies: 0
Views: 74

Allow Blueprint to Disconnect Wire Connections

https://forums.factorio.com/download/file.php?id=110620

As shown in the video, blueprints can add wires, but not remove them. This means that a pasted blueprint may be broken, even when super-force building, if it is being pasted over some existing wire connections. I propose that when placing a ...
by NotRexButCaesar
Wed Nov 26, 2025 10:47 pm
Forum: Duplicates
Topic: [2.0.72] tooltip rounding incorrect
Replies: 1
Views: 253

[2.0.72] tooltip rounding incorrect

This machine should make 0.5/10*1.4 = 0.07 items per second, but it instead displays 0.06 on the tooltip.
by NotRexButCaesar
Sat Nov 15, 2025 4:32 am
Forum: Ideas and Suggestions
Topic: Make Half-Diagonal Rails into Two Blocks
Replies: 0
Views: 315

Make Half-Diagonal Rails into Two Blocks

TLDR
Split half-digonal rails, which are currently a single rail block, into two different blocks which are placed at the same time, so that signals can split them in half.



Currently, half-diagonal rails are one unusually long block, which results in strange and unintuitive behavior like the ...
by NotRexButCaesar
Sat Nov 15, 2025 4:03 am
Forum: Duplicates
Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
Replies: 4
Views: 589

Re: [2.0.72] Rail Signals do not split blocks in half-diagonal rails

I understand the reason why this is happening, I just think this is wrong. At least the graphics for this situation are incorrect, given that the two blocks are not shown as connected.
by NotRexButCaesar
Sat Nov 15, 2025 1:12 am
Forum: Duplicates
Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
Replies: 4
Views: 589

Re: [2.0.72] Rail Signals do not split blocks in half-diagonal rails

Loewchen wrote: Sat Nov 15, 2025 1:07 am 116415 and 117435
I don't think this is the same because this is on straight rails and those are on curved rails. I saw those when searching before I made this.
by NotRexButCaesar
Sat Nov 15, 2025 12:55 am
Forum: Duplicates
Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
Replies: 4
Views: 589

[2.0.72] Rail Signals do not split blocks in half-diagonal rails

11-14-2025, 16-47-21.png

As you can see, although I have a crossing with four signals, one on each end, the left side is still one block, despite the fact that at the crossing I can see the block being split into two pieces.

The behavior changes depending on where you build it too:
11-14-2025 ...
by NotRexButCaesar
Tue Nov 11, 2025 6:19 am
Forum: Ideas and Suggestions
Topic: Linked rail
Replies: 4
Views: 2088

Re: Linked rail

Please add this. We have linked pipes now and it would be really useful for things like the space elevator.

Train pathfinder heuristic could just be +1000 for each surface transition, it doesn't matter if it is bad sometimes because adding it would be so good.
For the two joints, just pick that it ...
by NotRexButCaesar
Tue Nov 11, 2025 3:44 am
Forum: Not a bug
Topic: [2.0.72] Clear Cursor Interferes with Confirm Window
Replies: 2
Views: 443

Re: [2.0.72] Clear Cursor Interferes with Confirm Window

Sorry, this is caused by the cursor enhancements mod's keybindings overriding the clear cursor keybind. It is not actually a bug.
by NotRexButCaesar
Sun Nov 09, 2025 5:55 am
Forum: Not a bug
Topic: [2.0.72] Clear Cursor Interferes with Confirm Window
Replies: 2
Views: 443

[2.0.72] Clear Cursor Interferes with Confirm Window

In the map view, when holding a blueprint made from copying, clear cursor does not work with this configuration.
11-08-2025, 21-51-56.png
11-08-2025, 21-51-56.png (8.35 KiB) Viewed 443 times
In the same situation clear cursor does work when pressing enter using this configuration.
11-08-2025, 21-54-54.png
11-08-2025, 21-54-54.png (8.89 KiB) Viewed 443 times
by NotRexButCaesar
Thu Nov 07, 2024 10:12 am
Forum: Ideas and Suggestions
Topic: Add abbreviation "h" for 100 in number boxes, like "k" for 1000
Replies: 0
Views: 433

Add abbreviation "h" for 100 in number boxes, like "k" for 1000

Currently, abbreviations for various numbers are "k" for 1000, "M" for 1000000, and "G" for 1000000000. These can be used when setting circuit network or other number box values for quicker typing. I propose the addition of the abbreviation "h" for 100. I commonly type the number 100, & it would be ...
by NotRexButCaesar
Sun Nov 03, 2024 1:37 am
Forum: Ideas and Suggestions
Topic: Add More Parameter Signals
Replies: 1
Views: 823

Add More Parameter Signals

Currently, there are ten parameter signals, which are very useful. However, they would be even more useful if there were more signals. Currently, if you want to make a generic crafting blueprint with two machines (so both take out of the same chest), you can only use it when the number of ...
by NotRexButCaesar
Sun Nov 03, 2024 1:30 am
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 59
Views: 18673

Re: Please add a button to add a new blueprint parameter variable

I also would like a way to add more parameters without adding "dummy combinators."
by NotRexButCaesar
Sun Oct 27, 2024 5:40 am
Forum: Implemented Suggestions
Topic: Car/Tank/Vehicle Auto-Logistics
Replies: 7
Views: 6345

Re: Car/Tank/Vehicle Auto-Logistics

This has been implemented in 1.0/2.0. In 1.0 Spidertrons were added, which have logistic slots. Now in 2.0, tanks get logistic slots when you unlock the logistic network research.
by NotRexButCaesar
Sat Oct 26, 2024 6:13 pm
Forum: Gameplay Help
Topic: Display Panel "Input Count" in message?
Replies: 2
Views: 3805

Display Panel "Input Count" in message?

Am I missing something, or is there no way to get a display panel to show the signal count as the message content other than by making a separate message for each possible input count? I thought this was the main point of the display panel.
10-26-2024, 11-12-12.png
10-26-2024, 11-12-12.png (355.16 KiB) Viewed 3805 times
by NotRexButCaesar
Sat Oct 26, 2024 6:48 am
Forum: Gameplay Help
Topic: Has the best order to make science packs changed?
Replies: 3
Views: 6242

Has the best order to make science packs changed?

In previous versions, I always researched utility science pack first because I wanted logistic network, and then production science pack afterward for things like assembler mk 3 & express belts. In this space age, logistic network uses space science instead of utility science, so utility science is ...

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