Search found 181 matches

by lyvgbfh
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 ...
by lyvgbfh
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 ...
by lyvgbfh
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.
by lyvgbfh
Mon Sep 29, 2025 4:51 pm
Forum: Releases
Topic: Version 2.0.69
Replies: 19
Views: 20780

Re: Version 2.0.69

FactorioBot wrote: Mon Sep 29, 2025 3:44 pm Modding
  • Added "scripted" technology trigger.
Nice
by lyvgbfh
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 ...
by lyvgbfh
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 ...
by lyvgbfh
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!
by lyvgbfh
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?
by lyvgbfh
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.
by lyvgbfh
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 ...
by lyvgbfh
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
by lyvgbfh
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 ...
by lyvgbfh
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 ...
by lyvgbfh
Thu Nov 14, 2024 8:59 pm
Forum: Tools
Topic: Modded Achievement Enabler
Replies: 52
Views: 191892

Re: Modded Achievement Enabler

Impsux wrote: Tue Nov 12, 2024 5:00 pm Any chance of getting banned from Steam using this?
Nope.
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?
The logic is entirely client-side, so clients need to run it.
by lyvgbfh
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 ...
by lyvgbfh
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 ...
by lyvgbfh
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 ...
by lyvgbfh
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 ...
by lyvgbfh
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
repro-1-1.zip
Repro save. Just flib and editorextensions active.
(198.4 KiB) Downloaded 369 times
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
by lyvgbfh
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 :)

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