Search found 1141 matches

by NotRexButCaesar
Wed Nov 26, 2025 10:47 pm
Forum: Duplicates
Topic: [2.0.72] tooltip rounding incorrect
Replies: 1
Views: 192

[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: 280

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: 450

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: 450

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: 450

[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: 1945

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: 359

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: 359

[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 359 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 359 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: 380

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: 757

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: 58
Views: 16550

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: 6004

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: 3361

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 3361 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: 4985

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 ...
by NotRexButCaesar
Tue Oct 22, 2024 4:06 am
Forum: Not a bug
Topic: Research: search for 'quality' doesn't show quality module 3.
Replies: 1
Views: 673

Re: Research: search for 'quality' doesn't show quality module 3.

This is not a bug. Searching in the research menu only shows previously-researched technologies and the next available technology in a series. If you research quality module 2, then module 3 will become visible. The same happens with infinite research.

10-21-2024, 21-06-12.png
10-21-2024, 21-04 ...
by NotRexButCaesar
Tue Oct 22, 2024 3:57 am
Forum: Resolved Problems and Bugs
Topic: [2.0.8] "Huge Rock" not listed in deconstruction planner filters
Replies: 1
Views: 1495

[2.0.8] "Huge Rock" not listed in deconstruction planner filters

The huge rock drops coal, so it is important to be able to mark it for deconstruction specifically during the early game so that you can see where to mine coal quickly. In previous versions, it was listed for deconstruction, but in 2.0.8 it is no longer possible to mark the huge rock for ...
by NotRexButCaesar
Mon Oct 21, 2024 9:51 pm
Forum: News
Topic: Factorio: Space Age is here!
Replies: 126
Views: 128897

Re: Factorio: Space Age is here!

I bought the expansion from the website and it worked correctly with no problems.
by NotRexButCaesar
Fri Aug 23, 2024 4:53 am
Forum: Duplicates
Topic: [1.1.110] Changing "copy/paste entity settings" control causes inventory filters to not be copied with the new controls.
Replies: 1
Views: 654

[1.1.110] Changing "copy/paste entity settings" control causes inventory filters to not be copied with the new controls.

When I download a new installation of the game, I am able to copy inventory filters using shift + left and shift + right click. However, if I change them to 'y' and 'p', these settings do not work for copying and pasting inventory filters from one inventory slot to another inventory slot, e. g. when ...
by NotRexButCaesar
Sun Aug 18, 2024 11:58 pm
Forum: Balancing
Topic: Shotgun is embarrassingly bad right now
Replies: 81
Views: 51675

Re: Shotgun is embarrassingly bad right now



...it does have to compete with the much higher damage and utility of the Flamethrower, and the much longer range and still very respectable damage of the Rocket Launcher. Essentially both Rocket Launcher and Flamethrower allow eliminating targets WITHOUT getting spat at (much). Furthermore when ...
by NotRexButCaesar
Fri May 03, 2024 5:26 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 71984

Re: Friday Facts #409 - Diminishing beacons

I personally like these changes. I saw rumors online about beacon changes and was worried that they be essentially a nerf to make beacons undesirable: I like that this is primarily a buff of few-beacon desings instead of a change to force people away from many-beacon designs.

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