Search found 181 matches
- Wed Aug 26, 2026 6:13 pm
- Forum: Tools
- Topic: Modded Achievement Enabler
- Replies: 52
- Views: 191892
Re: Modded Achievement Enabler
You forgot to increment the version number. Thank you for the quick update, though!
Oops! I also forget to check the thread! If you have issues with steam unlocks, it's a base game issue that should be fixed on 2.1.17 (ref: https://forums.factorio.com/viewtopic.php?t=135856).
Do you need to ...
- Wed Aug 26, 2026 6:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.15] Steam Achievements not unlocking despite earning in-game achievement
- Replies: 25
- Views: 2410
Re: [2.1.15] Steam Achievements not unlocking despite earning in-game achievement
I also curious to know how the fix is applied.
Does it depend on what type of achievement trigger it is?
Is it if you have the in-game achievement, you'll get the steam achievement as soon as you load the game?
Does that loaded game need to be the same save file as when you originally achieved ...
- Tue Aug 11, 2026 8:04 pm
- Forum: Not a bug
- Topic: [2.1.14] Large quantities of items with equipment grids cause significant lag
- Replies: 5
- Views: 520
Re: [2.1.14] Large quantities of items with equipment grids cause significant lag
Just wanted to mention that this is a real case a user had, he was bussing armor with equipment grids and his electric network update time ended up being several ms. That being said, just hitting that point took ~29,000 armor items on belts so it is an edge case of an edge case.
- Mon Sep 29, 2025 4:51 pm
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 20780
Re: Version 2.0.69
Nice
- Sun Apr 20, 2025 7:06 pm
- Forum: Modding interface requests
- Topic: Expand surface.global_effect to array of ModuleEffects flitered by ModuleCategory
- Replies: 1
- Views: 985
Expand surface.global_effect to array of ModuleEffects flitered by ModuleCategory
The goal of the below is to achieve straightforward runtime changes to recipe/building effects by expanding interfaces that 2.0 added.
Currently, many mods utilize hidden beacons to make runtime changes to recipes and buildings. In pY, there are optional researches that utilize such methods and it ...
Currently, many mods utilize hidden beacons to make runtime changes to recipes and buildings. In pY, there are optional researches that utilize such methods and it ...
- Sun Apr 20, 2025 6:24 pm
- Forum: Modding interface requests
- Topic: Event: electric network created/merged/removed
- Replies: 0
- Views: 453
Event: electric network created/merged/removed
Issue
- It is currently expensive and complex to track when electric networks merge or split
- There are edge cases where this cannot be tracked (manual cable connection/disconnection, blueprint paste that changes only cables, electric-switch changing state)
Use case
- Managing scripted ...
- It is currently expensive and complex to track when electric networks merge or split
- There are edge cases where this cannot be tracked (manual cable connection/disconnection, blueprint paste that changes only cables, electric-switch changing state)
Use case
- Managing scripted ...
- Sun Mar 23, 2025 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.42] Incomplete recipe-category migration
- Replies: 6
- Views: 3981
Re: [Rseding91] [2.0.42] Incomplete recipe-category migration
That shouldn't be a big deal to work around if it's cleared, thanks!
- Sun Mar 23, 2025 7:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.42] Incomplete recipe-category migration
- Replies: 6
- Views: 3981
Re: [Rseding91] [2.0.42] Incomplete recipe-category migration
What kind of effect does the clearing of it have to the end user?
- Sun Mar 23, 2025 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.42] Incomplete recipe-category migration
- Replies: 6
- Views: 3981
Re: [Rseding91] [2.0.42] Incomplete recipe-category migration
I'm not sure I fully understand the cause, is this a LuaPrototypeFilter stored in storage/global? If so, I think clearing it would be fine, though a log warning would be appreciated.
- Fri Mar 21, 2025 8:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.42] Incomplete recipe-category migration
- Replies: 6
- Views: 3981
[Rseding91] [2.0.42] Incomplete recipe-category migration
The attached save fails to load after a recipe-category removal, even if a migration is written.
To reproduce, use the attached version of pyalienlife (it is only modified to have a migration added) and sync the attached save.
Boskid: "CustomChooseElemButton stores recipe id's not as ID's but as ...
To reproduce, use the attached version of pyalienlife (it is only modified to have a migration added) and sync the attached save.
Boskid: "CustomChooseElemButton stores recipe id's not as ID's but as ...
- Wed Mar 19, 2025 10:06 pm
- Forum: Not a bug
- Topic: [2.0.33] beacons in 2.0 don't list their effects in the sidebar
- Replies: 3
- Views: 1181
Re: [2.0.33] beacons in 2.0 don't list their effects in the sidebar
The beacon tooltip is especially useful given that transmission efficiency can vary by quality and it's annoying to napkin that for every beacon
- Wed Dec 18, 2024 8:13 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 36
- Views: 15298
Re: Request: Move recycling recipe generation to data-final-fixes
I do not believe we will be doing this. Next someone will ask for a final final fixes because they want to add recipes in final fixes and then have recycling recipes made.
And then a request to move it to final final final fixes.
I disagree with this line of reasoning; the requested change is ...
- Thu Nov 14, 2024 11:26 pm
- Forum: Resolved Requests
- Topic: Mention remote interfaces forbid function args
- Replies: 1
- Views: 904
Mention remote interfaces forbid function args
On the LuaRemote class it does not mention that defining an interface that takes a function argument is forbidden. This is implied, but not expressly clear.
... :: Any
Arguments to pass to the called function. Note that any arguments passed through the interface are a copy of the original, not a ...
... :: Any
Arguments to pass to the called function. Note that any arguments passed through the interface are a copy of the original, not a ...
- Thu Nov 14, 2024 8:59 pm
- Forum: Tools
- Topic: Modded Achievement Enabler
- Replies: 52
- Views: 191892
Re: Modded Achievement Enabler
Nope.
The logic is entirely client-side, so clients need to run it.GodAlmighty wrote: Wed Nov 13, 2024 7:52 pm Any idea if this would work with a headless dedicated server? Would the server need any change or just the clients connecting to it using this would be enough?
- Fri Nov 08, 2024 11:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.16]Lua error on laser_defense menu sim if player dies
- Replies: 2
- Views: 1364
[2.0.16]Lua error on laser_defense menu sim if player dies
The game will throw a Lua error if the player dies on the nauvis_biter_base_laser_defense sim. This can have any number of causes, I've attached a mod which simply removes the shield value from the energy-shield-mk2-equipment and all other menu sims.
The fix is to add a character.valid check in the ...
The fix is to add a character.valid check in the ...
- Fri Nov 08, 2024 11:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.16] Crash on Fulgora menu sims with Global Tick Time Scale mod
- Replies: 1
- Views: 2228
[Rseding91] [2.0.16] Crash on Fulgora menu sims with Global Tick Time Scale mod
Hi,
The game crashes to desktop a few seconds into the Space Age fulgora sims with the Global Tick Time Scale mod version 1.7.5 installed and the setting "Target FrameRate" set to 6.
For testing, it happens 100% on the `fulgora_recycling_hell" sim, you can use the following to quickly get there ...
The game crashes to desktop a few seconds into the Space Age fulgora sims with the Global Tick Time Scale mod version 1.7.5 installed and the setting "Target FrameRate" set to 6.
For testing, it happens 100% on the `fulgora_recycling_hell" sim, you can use the following to quickly get there ...
- Sat May 06, 2023 1:30 pm
- Forum: Technical Help
- Topic: Built computer with highest CPU cache available and game still stutters
- Replies: 17
- Views: 8529
Re: Built computer with highest CPU cache available and game still stutters
Southwest by the lake, north of the "almost empty" marker, there is a line of trains with no path.
/c local t_count = 0
for _, t in pairs(game.player.force.get_trains()) do
if t.state == defines.train_state.no_path then
t_count = t_count + 1
end
end
game.player.print("trains without path ...
/c local t_count = 0
for _, t in pairs(game.player.force.get_trains()) do
if t.state == defines.train_state.no_path then
t_count = t_count + 1
end
end
game.player.print("trains without path ...
- Thu May 04, 2023 8:26 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 8030
Re: [1.1.81] Copy-paste randomly loses building recipes
Here's a replay-enabled save with it reproduced. Bug seems to xref with https://forums.factorio.com/viewtopic.php?f=29&t=101836
repro-1-1.zip
The caveat to reproduction seems to be both flipping and turning, but it took me a few tries to find the order.
edit: added log
I am not seeing ...
- Wed May 03, 2023 11:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 8030
Re: [1.1.81] Copy-paste randomly loses building recipes
Here's a replay-enabled save with it reproduced. Bug seems to xref with viewtopic.php?f=29&t=101836
The caveat to reproduction seems to be both flipping and turning, but it took me a few tries to find the order.
edit: added log
edit: added log
- Wed May 03, 2023 7:13 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 8030
Re: [1.1.81] Copy-paste randomly loses building recipes
Do you regularly use the flip bind when working elsewhere? I'm wondering if viewtopic.php?p=584698#p584698 is relevant here, and somehow the buildings are being flipped where they otherwise shouldn't. If there's no reply before I'm off work I'll test myself 