Search found 137 matches
- Wed Feb 08, 2023 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Signal Poles for signal-only transmission
- Replies: 8
- Views: 232
Re: Signal Poles for signal-only transmission
Nice! Another option would have been Constant Combinators, but if you click on them the GUI isn't as nice. Not sure what the UPS difference is between them. I considered that but opted to skip it since they take an energy source of some kind, even void, and I didn't want to spend time testing if th...
- Tue Feb 07, 2023 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Signal Poles for signal-only transmission
- Replies: 8
- Views: 232
Re: Signal Poles for signal-only transmission
Hah, you're faster than me, even.1WheelDude wrote: ↑Tue Feb 07, 2023 4:55 pmlol, somebody reads the forums
https://mods.factorio.com/mod/circuit-poles
- Tue Feb 07, 2023 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Signal Poles for signal-only transmission
- Replies: 8
- Views: 232
Re: Signal Poles for signal-only transmission
Done, you can find it here. It would have been a lot faster if I took stringweasel at his word and didn't try the wall prototype first.
- Mon Feb 06, 2023 2:38 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 13
- Views: 572
Re: [Preview] Mod Portal: Weekly Highlights
This would be a great place for infinite-scroll. I'm against shoving javascript where it doesn't belong, but I think it would aid discoverability here.
- Sun Feb 05, 2023 8:12 am
- Forum: Technical Help
- Topic: Factorio Server 1.1.74 UDP Error 10055
- Replies: 3
- Views: 157
Re: Factorio Server 1.1.74 UDP Error 10055
You could try increasing the send buffer in the device settings. Mine is default 512, for whatever that is worth. WinKey+X -> Device Manager -> Network Adapters -> [Adapter Name] -> Right-click -> Properties -> Advanced -> Transmit Buffers is where mine is with an Intel i219LM network card.
- Sun Feb 05, 2023 1:33 am
- Forum: Technical Help
- Topic: map download speed capped at 1MB/s?
- Replies: 4
- Views: 162
Re: map download speed capped at 1MB/s?
Thank you for sharing your solution. I wonder if steam's connection broker is placing a limit somewhere.
Edit: I took a peek just looking at steam's network interface debug stuff, the game seems to only be posting ~508B at a time. I wonder if that's related or not.
Edit: I took a peek just looking at steam's network interface debug stuff, the game seems to only be posting ~508B at a time. I wonder if that's related or not.
- Wed Feb 01, 2023 6:03 am
- Forum: Technical Help
- Topic: [1.1.74] Screen flickering with 144 Hz FreeSync monitor
- Replies: 4
- Views: 197
Re: [1.1.74] Screen flickering with 144 Hz FreeSync monitor
Freesync 2 has flickering issues if the game framerate is significantly below the monitor refresh rate. If you're playing games at 60fps, like factorio, either switching the monitor to FreeSync 1 or disabling adaptive sync completely is your solution.
- Sun Jan 29, 2023 5:08 pm
- Forum: Implemented mod requests
- Topic: entity.get_inventories()
- Replies: 3
- Views: 269
Re: entity.get_inventories()
It seems like it's possible to do now, though there's a bit of work involved and possibly some guessing if you want the exact name. You can find a demo here.
Script result:

Script result:

- Sun Jan 29, 2023 12:24 pm
- Forum: Modding help
- Topic: Scaling graphics + bounding boxes
- Replies: 9
- Views: 448
Re: Scaling graphics + bounding boxes
Did your picky wife note this by looking at the screenshot, or in the game? The screenshot doesn't convey that the bots are bobbing up and down, so even without my mod the bot graphics are occasionally occluded by the frame of the selection box. That's a good point, I hadn't considered the animatio...
- Sun Jan 29, 2023 8:54 am
- Forum: Ideas and Suggestions
- Topic: Use ZSTD for savegame compression (much faster, smaller)
- Replies: 19
- Views: 3447
Re: Use ZSTD for savegame compression (much faster, smaller)
I think in this case it isn't a huge difference, both in rseding's and the previous benchmarks
- Sat Jan 28, 2023 4:29 am
- Forum: Gameplay Help
- Topic: Help! Mod Settings after Startup
- Replies: 2
- Views: 140
Re: Help! Mod Settings after Startup
Is there anything I can do? Appreciate any help! Startup settings can be changed on the main menu, and apply to your current game :) Any items that would be removed, like the artifacts, will just be removed when you load up the save again and the game will show a little note telling you it did that.
- Sat Jan 28, 2023 4:25 am
- Forum: Modding help
- Topic: Scaling graphics + bounding boxes
- Replies: 9
- Views: 448
Re: Scaling graphics + bounding boxes
Turns out I couldn't ignore the selection boxes being too far away from the graphics after all. So I've added a check when moving the box from {0, 0} back to its original center Something that occurred to me, and it might make your job easier here, is that if the selection box is too small the play...
- Sat Jan 28, 2023 4:08 am
- Forum: Not a bug
- Topic: [1.1.76] LuaControl.mine_entity(entity, force?) doesn't check if mined_result can't be added to inventory if force=false
- Replies: 5
- Views: 254
Re: [1.1.76] LuaControl.mine_entity(entity, force?) seems to ignore the force parameter
Does it behave the same if force is nil (unspecified)?
- Fri Jan 27, 2023 2:35 pm
- Forum: Modding help
- Topic: Apply parameter to all entities in type
- Replies: 5
- Views: 165
Re: Apply parameter to all entities in type
It's what I get for hasty reading. I edited in a few more notes. There's two loops needed because you're going through the category followed by each entity in the category.
- Fri Jan 27, 2023 2:29 pm
- Forum: Modding help
- Topic: Apply parameter to all entities in type
- Replies: 5
- Views: 165
Re: Apply parameter to all entities in type
Using commas in the table declaration is correct, but for `for` loops you will usually be doing it in the format for k, v in pairs(table) where pairs is the missing bit in your code. You can see a differential here Edit: Also, data.raw is in the format of data.raw[category][name] Edit 2: Also, table...
- Fri Jan 27, 2023 11:34 am
- Forum: Modding interface requests
- Topic: Permitting a number for ForceIdentification
- Replies: 2
- Views: 116
Re: Permitting a number for ForceIdentification
It's also worth noting that concepts like SurfaceIdentification and PlayerIdentification already behave in this fashion.
- Fri Jan 27, 2023 9:50 am
- Forum: Bug Reports
- Topic: [1.1.76] mining time off by one tick sometimes
- Replies: 8
- Views: 510
Re: [1.1.76] mining time off by one tick sometimes
I can't access the document, is it set to private by any chance?
- Thu Jan 26, 2023 9:32 am
- Forum: Technical Help
- Topic: [1.1.75] Crash
- Replies: 25
- Views: 838
Re: [1.1.75] Crash
I checked and XMP is disabled however when I tried Prime95 it crashes and goes straight to power off. I went into Event viewer and it appears to be Kernel-Power issue. Well, that gives us a good start. Let's confirm it isn't a temperature issue, first. If you have HWMonitor (use the zip link) open ...
- Thu Jan 26, 2023 7:14 am
- Forum: Won't fix.
- Topic: [1.1.74] Preferred screen setting doesn't work correctly in multi-monitor setups
- Replies: 2
- Views: 192
Re: [1.1.74] Preferred screen setting doesn't work correctly in multi-monitor setups
The practical IDs match in your log, I think DXGI (the display subsystem) might just not match the numbers windows displays when you move them around in the virtual space.
- Wed Jan 25, 2023 8:47 am
- Forum: Technical Help
- Topic: [1.1.75] Crash
- Replies: 25
- Views: 838
Re: [1.1.75] Crash
Can you confirm if you've disabled XMP as well? Is your system stable under Prime95 (i.e. doesn't freeze or give messages that the results are incorrect)