Search found 16 matches
- Fri Nov 01, 2024 2:02 am
- Forum: Resolved Problems and Bugs
- Topic: Bugs. The remains of destroyed buildings do not disappear
- Replies: 9
- Views: 2450
Re: Bugs. The remains of destroyed buildings do not disappear
Yes, I was aware of that, building over just to remove them can just be a hassle for some players, but the reasoning to leave them in as a reminder makes perfect sense. Thanks for the response!
- Fri Nov 01, 2024 1:03 am
- Forum: Resolved Problems and Bugs
- Topic: Bugs. The remains of destroyed buildings do not disappear
- Replies: 9
- Views: 2450
Re: Bugs. The remains of destroyed buildings do not disappear
Sorry to bother, but is there a reason building remnants are set to never expire? I feel that would be a visual issue for players who don't want them there anymore. I was just wondering what the logic was for keeping them.
- Sat May 18, 2024 6:18 pm
- Forum: Minor issues
- Topic: [1.1.107] No mods listed to disable when GUI style default tileset is empty string
- Replies: 1
- Views: 578
[1.1.107] No mods listed to disable when GUI style default tileset is empty string
What did you do?
I made a mod with the following line of code in data.lua with no code other than the info.json:
data.raw["gui-style"].default.default_tileset = ""
What happened?
I received a startup error reporting no mods to be disabled.
Screenshot 2024-05-18 at 2.09.55 PM.png
When ...
I made a mod with the following line of code in data.lua with no code other than the info.json:
data.raw["gui-style"].default.default_tileset = ""
What happened?
I received a startup error reporting no mods to be disabled.
Screenshot 2024-05-18 at 2.09.55 PM.png
When ...
- Sat Apr 27, 2024 11:32 am
- Forum: Resolved Requests
- Topic: DecorativePrototype default value for collision_mask is incorrect
- Replies: 2
- Views: 490
DecorativePrototype default value for collision_mask is incorrect
The default value listed in the prototype docs here for the collision_mask property of DecorativePrototype is incorrect here: https://lua-api.factorio.com/latest/prototypes/DecorativePrototype.html#collision_mask
It lists "doodad-layer", which is a string, but CollisionMask is a type which should ...
It lists "doodad-layer", which is a string, but CollisionMask is a type which should ...
- Fri Jan 19, 2024 3:07 pm
- Forum: Resolved Requests
- Topic: [1.1.101] Note that ageing is the same as absorption modifier
- Replies: 1
- Views: 629
[1.1.101] Note that ageing is the same as absorption modifier
In the docs for PollutionSettings, there is a property named "ageing"
https://lua-api.factorio.com/latest/types/PollutionSettings.html#ageing
It is written that it is also referred to as dissipation modifier, but I think that's been outdated since 0.16. Through process of elimination and testing ...
https://lua-api.factorio.com/latest/types/PollutionSettings.html#ageing
It is written that it is also referred to as dissipation modifier, but I think that's been outdated since 0.16. Through process of elimination and testing ...
- Tue Jul 04, 2023 7:41 pm
- Forum: Minor issues
- Topic: [1.1.80] Incorrect number of shots needed to destroy entities
- Replies: 2
- Views: 1077
Re: [1.1.80] Incorrect number of shots needed to destroy entities
Probably not important yeah. But do I get to at least say I found a bug? 

- Mon Jul 03, 2023 4:18 am
- Forum: Minor issues
- Topic: [1.1.80] Incorrect number of shots needed to destroy entities
- Replies: 2
- Views: 1077
[1.1.80] Incorrect number of shots needed to destroy entities
This is such a small thing but I thought I'd report it anyways. I shot a wooden chest (exactly 100 health) with a pistol shooting firearm magazines (exactly 5 damage). It took 21 shots to destroy. Setting the chest to 10 health in editor mode takes 3 shots to destroy, but setting it to 5 health ...
- Sun Jan 01, 2023 7:33 am
- Forum: Minor issues
- Topic: [1.1.74] Connection to mod portal times out with many installed mods
- Replies: 5
- Views: 1871
Re: [1.1.74]Too many mods installed prevents connecting to server, despite not being active
I'm not able to reproduce the problem. Maybe it has to do with how many favorites you have? Or maybe it's OS specific? For me it fails (game won't start) around the 2043 mods in the mods folder. But below that it all works fine.
It's probably OS specific. I was having this problem before ...
- Sat Dec 31, 2022 10:46 am
- Forum: Minor issues
- Topic: [1.1.74] Connection to mod portal times out with many installed mods
- Replies: 5
- Views: 1871
[1.1.74] Connection to mod portal times out with many installed mods
After installing enough mods to have 1738 items in my mod folder (this is the number of files, including separate versions of mods; the exact number of mods is much smaller), I can no longer connect to the Wube servers. No mods are active. After some time loading the multiplayer screen, I am met ...
- Mon Dec 12, 2022 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 30
- Views: 8959
Re: Make tips&tricks and shortcut bar more resilient to mod loading and unloading
+1 this. Seems perfectly reasonable and seems like logic that should already be in the game.
- Sun Dec 04, 2022 5:22 am
- Forum: Technical Help
- Topic: Error code 520 when connecting to servers in game
- Replies: 3
- Views: 2064
Re: Error code 520 when connecting to servers in game
The issue occurred as I was downloading new mods into my mod folder with >1700 items in it already. Is there a hard limit on the number of mods you can have then?
- Sun Dec 04, 2022 5:14 am
- Forum: Technical Help
- Topic: Error code 520 when connecting to servers in game
- Replies: 3
- Views: 2064
Re: Error code 520 when connecting to servers in game
Here's the factorio-previous.log from when I was having the issue. It'd be nice to keep my mods installed if this could still get fixed.
0.000 2022-12-03 21:51:40; Factorio 1.1.72 (build 60222, mac-arm64, steam)
0.000 Operating system: OS X 11.1.0
0.000 Program arguments: "/Users/kylehess ...
0.000 2022-12-03 21:51:40; Factorio 1.1.72 (build 60222, mac-arm64, steam)
0.000 Operating system: OS X 11.1.0
0.000 Program arguments: "/Users/kylehess ...
- Sun Dec 04, 2022 5:11 am
- Forum: Technical Help
- Topic: Error code 520 when connecting to servers in game
- Replies: 3
- Views: 2064
Re: Error code 520 when connecting to servers in game
I fixed it by deleting all my mods. Apparently there's a maximum number of mods the game likes you to have installed?
- Sun Dec 04, 2022 4:53 am
- Forum: Technical Help
- Topic: [1.1.57][Win10] Error Code 520 when logging in from game
- Replies: 5
- Views: 4395
Re: [1.1.57][Win10] Error Code 520 when logging in from game
I'm having the same issue, did you solve this?
- Sun Dec 04, 2022 4:48 am
- Forum: Technical Help
- Topic: Error code 520 when connecting to servers in game
- Replies: 3
- Views: 2064
Error code 520 when connecting to servers in game
Whenever I try to connect to the factorio servers in game, either by joining a public game or downloading a new mod, it hangs and finally presents me with the following error code:
Download failed (status code 520): failed to parse JSON response: Unexpected character (C) at ?:1
I can connect to ...
Download failed (status code 520): failed to parse JSON response: Unexpected character (C) at ?:1
I can connect to ...
- Fri May 27, 2022 6:37 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 110962
Re: Small documentation improvement requests
In the documentation for the prototype Projectile ( https://wiki.factorio.com/Prototype/Projectile ), it states that the member "action" is of type Trigger. In the documentation for the type Trigger (https://wiki.factorio.com/Types/Trigger), it states that this type is an array of tables of type ...