Search found 476 matches
- Sat Apr 20, 2024 2:51 pm
- Forum: Implemented in 2.0
- Topic: Upgrade planner for no module to module
- Replies: 17
- Views: 14801
Re: Upgrade planner for no module to module
I can't work out why this is under Modding interface requests (it's a suggestion) or in Implemented for 2.0 (maybe I missed it)...
- Sun Apr 14, 2024 8:16 am
- Forum: Duplicates
- Topic: Voiding fuel result when picking up entity/equipment
- Replies: 2
- Views: 165
Re: Voiding fuel result when picking up entity/equipment
See viewtopic.php?f=28&t=91653, which started as an identical bug report and within a merged topic you will find https://mods.factorio.com/mod/sw-recover-burnt-result.
- Sun Apr 14, 2024 8:00 am
- Forum: Technical Help
- Topic: Py Question : Calling upon the Factorio Lords...
- Replies: 1
- Views: 148
Re: Py Question : Calling upon the Factorio Lords...
"Py" in the context of Factorio suggests Pyanodon's mods so it's probably a good idea to rename this topic. (I'm also not sure it belongs in Technical help, but that's something for the moderators to deal with.) I think your approach can't work because Factorio doesn't seem to use stdin/st...
- Fri Apr 12, 2024 5:11 pm
- Forum: Minor issues
- Topic: Spidertron "Shift+Left Click" pathing queue impacted by autosave
- Replies: 10
- Views: 2011
Re: Spidertron "Shift+Left Click" pathing queue impacted by autosave
So clicks are queued, but releasing shift isn't queued? I'm sure I've come across input APIs where modifier keys generate no events so must be tested when the event (eg mouse button down) is processed, which sounds like may be the case in Factorio. In any case I've seen the same effect in numerous ...
- Thu Mar 21, 2024 8:17 am
- Forum: Gameplay Help
- Topic: Yellow Science - Raw Requirements
- Replies: 7
- Views: 627
Re: Yellow Science - Raw Requirements
I understand the process you describe but I'm not sure why you would first calculate the crude oil requirements from the heavy oil, then calculate the Petro from that crude oil and then find the crude oil for the remaining balance at the .975 ratio. As Khagan wrote, it's usually the case that petro...
- Wed Mar 20, 2024 8:37 am
- Forum: Gameplay Help
- Topic: Yellow Science - Raw Requirements
- Replies: 7
- Views: 627
Re: Yellow Science - Raw Requirements
Petroleum: 101 2/3 Heavy oil: 5 This is correct. PE = (.85 + .125(1-X/25)) CO This is also correct, but tells you how much petroleum gas you can get per crude oil when you use X heavy oil per AOP craft , which isn't what you want to calculate. Not a general approach but in this case, you can calcul...
- Tue Mar 05, 2024 5:44 pm
- Forum: Ideas and Suggestions
- Topic: record Planet names inside blueprints
- Replies: 5
- Views: 381
Re: record Planet names inside blueprints
Agreed, but a spec is worth an infinity of example blueprints.Illiander42 wrote: ↑Tue Mar 05, 2024 3:54 pm+1 for getting examples of the new blueprint formatting before release.
- Sun Mar 03, 2024 1:58 am
- Forum: Ideas and Suggestions
- Topic: Player Logistics
- Replies: 5
- Views: 379
Re: Player Logistics
I would like to propose a new way to deal with the player's logistical requests. Could an identical copy of the crafting window be made? where each item would appear as it is investigated and would be set to (0 - infinity) by default. The catch is that the crafting window shows things you can (poss...
- Fri Feb 23, 2024 7:29 am
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 887
Re: [1.1.104] Priority Splitter producing gaps with full input
You seem to expect that splitters move items from the left lane to the right lane, if the left lane isn't full and the right lane is. I think you have misunderstood. The unexpected behaviour is that the right lane of the splitter's right input has no gaps, but the right lane of its prioritised (lef...
- Thu Feb 08, 2024 4:41 pm
- Forum: Modding help
- Topic: Print resistances of all enemy types
- Replies: 5
- Views: 328
Re: Print resistances of all enemy types
There's also --dump-data (see Command line parameters ). Definitely useful in general, but dumping all of data.raw seems a bit excessive in this particular case where the OP is interested only in one particular property of a subset of the game's prototypes. I agree it is overkill, but the output wi...
- Thu Feb 08, 2024 3:45 pm
- Forum: Modding help
- Topic: Print resistances of all enemy types
- Replies: 5
- Views: 328
Re: Print resistances of all enemy types
Instrument mode allows an instrument-after-data.lua that is guaranteed to run last.
There's also --dump-data (see Command line parameters).
- Wed Feb 07, 2024 4:07 pm
- Forum: Technical Help
- Topic: Computer freezes when playing Factorio
- Replies: 24
- Views: 1231
Re: Computer freezes when playing Factorio
And any game is a program, and since it's a program, it can cause hangups, burnouts, and anything in the computer, you don't have to tell me it's just a game they can't do it, it sounds stupid. Some games burn computers to embers.!!! No; insufficient cooling aside (and sometimes even in that case) ...
- Sun Feb 04, 2024 6:33 pm
- Forum: Minor issues
- Topic: [1.1.101] Gap showing up out of nowhere on compressed belt
- Replies: 3
- Views: 356
Re: [1.1.101] Gap showing up out of nowhere on compressed belt
This is unfortunately how extremely long transport belts end up working. The game can only merge so many in a row before it hits the internal limit and splits the lines. When they get split the game tries to update the 'front' line first but that doesn't always work. You can work around this by for...
- Sat Feb 03, 2024 10:41 am
- Forum: Ideas and Suggestions
- Topic: copy/paste individual wait conditions between stations within one schedule
- Replies: 1
- Views: 171
- Tue Jan 30, 2024 1:17 pm
- Forum: Bug Reports
- Topic: [1.1.103]Reselecting rail blueprint content shifts global grid position
- Replies: 3
- Views: 438
Re: [1.1.103]Reselecting rail blueprint shifts global grid position, persists after cancelling edit
Re-selecting the content of some rail blueprints shifts the global grid set in the blueprint by 2 tiles (can be X, Y, or both). This change even persists when cancelling the edit via ESC or the [X] button in the blueprint editor window. The second part is a duplicate of [0.18.38] "Select new c...
- Mon Jan 29, 2024 7:39 am
- Forum: Ideas and Suggestions
- Topic: Persistent trains dialog box
- Replies: 3
- Views: 318
Re: Persistent trains dialog box
The state of the trains dialog box should persist when the dialog is closed and reopened. Related: Back button on Trains interface As I wrote in that thread and you have described too, the underlying issue is that the current behaviour leads to tiresome repeated navigation. I think the train overvi...
- Sun Jan 28, 2024 9:14 am
- Forum: Balancing
- Topic: Blue Science Crafting Time
- Replies: 12
- Views: 1347
Re: Blue Science Crafting Time
Crafting time per science pack of Blue/Chemical Science packs are out of order compared to the rest. Just cut the craft time in half to make it in-line with the rest. Time is not the only component of a recipe. Can't have a 1.5 red circuit in a recipe, so the recipe's overall balance would have to ...
- Fri Jan 26, 2024 10:15 am
- Forum: 1 / 0 magic
- Topic: [1.1.101] (UPDATE - FIXED IT) Crash loading save, force.getIndex() check fails
- Replies: 4
- Views: 556
Re: [1.1.101] Crash loading save, force.getIndex() check fails
I rather doubt it helps now but the previous log is also retained (factorio-previous.log). I think you've provided all you can and will have to see what the devs make of it.rudyauction509 wrote: ↑Fri Jan 26, 2024 8:51 amI don’t, I assumed it was a simple one-time glitch and reloaded before checking which cleared the log.
- Fri Jan 26, 2024 7:29 am
- Forum: 1 / 0 magic
- Topic: [1.1.101] (UPDATE - FIXED IT) Crash loading save, force.getIndex() check fails
- Replies: 4
- Views: 556
Re: [1.1.101] Crashed after save, corrupted save AND all auto-saves
I take it you don't have the log from the first crash (during or just after saving)? Do all the autosaves produce the same stack trace? The simplest explanation I can think of is that the in-memory game state was corrupted before the oldest autosave, in a way that only shows up on load, and the firs...
- Wed Jan 24, 2024 10:59 pm
- Forum: Gameplay Help
- Topic: Robot Help
- Replies: 2
- Views: 342
Re: Robot Help
I have an early bot mod, and these bots lose power before even finishing one full trip. It's annoying. I even tried an infinite charge mod. They last about 10-15 seconds then stop. Only way to fix it is to pick up each bot manually(while picking up construction "ghosts" accidentally in th...