If the display panel connections are facing each other, you can get longer wire reach.
However, rotating the panel retains the wire reach in an inconsistent way.
Repro steps
1) Place 1st panel at default orientation, and 2nd panel 2 tiles to the right and 10 tiles down at default orientation ...
Search found 11 matches
- Sun Feb 22, 2026 8:30 am
- Forum: Bug Reports
- Topic: [2.0.75] Inconsistent display panel wire reach depending on orientation
- Replies: 1
- Views: 301
- Sun Jan 04, 2026 12:04 pm
- Forum: Not a bug
- Topic: [2.0.72] Rotation of building with Set Recipe is not always retained
- Replies: 4
- Views: 550
Re: [2.0.72] Rotation of building with Set Recipe is not always retained
I see this was moved to "Not a bug", but this is still a bug, despite Editor Mode being at play.
I dug some more in the inconsistency. I wasn't able to find correlation with modules or the various settings of the machine (e.g. Read Ingredients etc). But I found correlation the location of the ...
I dug some more in the inconsistency. I wasn't able to find correlation with modules or the various settings of the machine (e.g. Read Ingredients etc). But I found correlation the location of the ...
- Sat Jan 03, 2026 10:01 pm
- Forum: Not a bug
- Topic: [2.0.72] Rotation of building with Set Recipe is not always retained
- Replies: 4
- Views: 550
Re: [2.0.72] Rotation of building with Set Recipe is not always retained
Good catch! I am indeed in Editor mode with Instant blueprinting. Edited that in the repro steps.
I would still expect Instant blueprinting to behave the same as normal blueprinting.
I would still expect Instant blueprinting to behave the same as normal blueprinting.
- Sat Jan 03, 2026 10:21 am
- Forum: Not a bug
- Topic: [2.0.72] Rotation of building with Set Recipe is not always retained
- Replies: 4
- Views: 550
[2.0.72] Rotation of building with Set Recipe is not always retained
1) What did you do?
I have an automall with Set Recipe that also uses fluids. While testing it, i frequently delete the whole thing and undo to start over.
2) What happened?
When doing so, the rotation of the building is forgotten.
3) What did you expect to happen instead? It might be obvious to ...
I have an automall with Set Recipe that also uses fluids. While testing it, i frequently delete the whole thing and undo to start over.
2) What happened?
When doing so, the rotation of the building is forgotten.
3) What did you expect to happen instead? It might be obvious to ...
- Mon Dec 08, 2025 10:01 am
- Forum: Ideas and Suggestions
- Topic: Allow entities to use conditions even when not connected to the circuit network
- Replies: 4
- Views: 645
Re: Allow entities to use conditions even when not connected to the circuit network
Instead of having no wire, how about a loopback wire that connects the entity to itself and forms a circuit network?
This would still retain the wire like currently existing >=2 entity circuit networks, and generalize them to >=1. Also, it is explicitly opt-in, so wouldn't break existing bases.
The ...
This would still retain the wire like currently existing >=2 entity circuit networks, and generalize them to >=1. Also, it is explicitly opt-in, so wouldn't break existing bases.
The ...
- Mon Dec 08, 2025 5:24 am
- Forum: Ideas and Suggestions
- Topic: Allow entities to use conditions even when not connected to the circuit network
- Replies: 4
- Views: 645
Allow entities to use conditions even when not connected to the circuit network
TL;DR
Some entities like inserters, belts, assemblers can benefit from using conditions with themselves, without any other connected entity. There are certain applications for this like in the examples below. Current workaround: add a dummy entity that does nothing just to enable the circuit ...
Some entities like inserters, belts, assemblers can benefit from using conditions with themselves, without any other connected entity. There are certain applications for this like in the examples below. Current workaround: add a dummy entity that does nothing just to enable the circuit ...
- Sat Jun 28, 2025 6:20 pm
- Forum: Not a bug
- Topic: [2.0.58] "Each" signal leaks between OR combinator conditions
- Replies: 6
- Views: 1255
[2.0.58] "Each" signal leaks between OR combinator conditions
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- Mon Apr 14, 2025 1:55 am
- Forum: Show your Creations
- Topic: Combinator cookbook 2.0
- Replies: 50
- Views: 37532
Re: Combinator cookbook 2.0
Alternative way to "Include only filtered items".
0eNrdmN1u0zAUx18l8g03btV8dU2lXYzBJCQEEgJuSlW5yelqkdjBcTaqKQ/AW/BsPAnH6damVbvNU4AM5aKJP37n+J9zjp3ekHlaQq640GR8Q3gsRUHGkxtS8EvBUtMmWAZkTEyPZkL3YpnNuWBaKlJRwkUC38nYraaUgNBcc1gD6ofVTJTZHBQOoPeBKMllgXOlMBYNb9QPKVnhTdAP0UzCFcTr/oAahFYync1hya44zsdJxbq ...
0eNrdmN1u0zAUx18l8g03btV8dU2lXYzBJCQEEgJuSlW5yelqkdjBcTaqKQ/AW/BsPAnH6damVbvNU4AM5aKJP37n+J9zjp3ekHlaQq640GR8Q3gsRUHGkxtS8EvBUtMmWAZkTEyPZkL3YpnNuWBaKlJRwkUC38nYraaUgNBcc1gD6ofVTJTZHBQOoPeBKMllgXOlMBYNb9QPKVnhTdAP0UzCFcTr/oAahFYync1hya44zsdJxbq ...
- Tue Apr 01, 2025 11:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.43] Inconsistent UI for parameterized inserter vs pump (and blueprints that contain them)
- Replies: 1
- Views: 1869
[Kovarex] [2.0.43] Inconsistent UI for parameterized inserter vs pump (and blueprints that contain them)
When placing a blueprint that contains an inserter:
- the UI provided has a checkbox
- requires confirmation to place after selection
- blueprint will be placed with the parameter (no substitution) when hitting "E".
04-01-2025, 16-30-42.png
When placing a blueprint that contains a pump:
- the ...
- the UI provided has a checkbox
- requires confirmation to place after selection
- blueprint will be placed with the parameter (no substitution) when hitting "E".
04-01-2025, 16-30-42.png
When placing a blueprint that contains a pump:
- the ...
- Sun May 10, 2020 8:46 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 254821
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
That worked! Wow, seems pretty weird that I missed this in retrospect.
Thanks!
- Thu May 07, 2020 11:52 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 254821
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
How can I modify the 3 values for beacon?
- Amount, affecting one: 4
- Beacon by factory: 0.5
- Constant Beacon: 3
Any value I change has no effect on the calculations, and closing/reopening the Edit Recipe window restores the values to their default.
Also, using the Apply-on-all-categories ...
- Amount, affecting one: 4
- Beacon by factory: 0.5
- Constant Beacon: 3
Any value I change has no effect on the calculations, and closing/reopening the Edit Recipe window restores the values to their default.
Also, using the Apply-on-all-categories ...