Search found 29 matches
- Thu Aug 04, 2022 5:23 pm
- Forum: Bug Reports
- Topic: [1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
- Replies: 0
- Views: 102
[1.1.61] Portable solar panels do not respect surface.solar_power_multiplier > 1 (unlike regular solar panels)
TL;DR: Portable solar panels correctly get reduced power for surface.solar_power_multiplier < 1. But they do not get increased power for surface.solar_power_multiplier > 1, unlike regular solar panels which do. Simple repro setup: 1) Put on an armor with 1 battery and 1 portable solar panel. 2) Fre...
- Thu Aug 04, 2022 4:25 pm
- Forum: Modding interface requests
- Topic: Allow "input-output" fluid arrows for crafting machines
- Replies: 1
- Views: 86
Allow "input-output" fluid arrows for crafting machines
Here's the "casting machine" from Space Exploration and the "greenhouse" from Krastorio 2: fluid-arrows.jpg These entities have fluid boxes with `production-type = "input"` and some `pipe_connections` of type `"input-output"`. So they can pass-through fluids a...
- Sat Jul 23, 2022 7:16 pm
- Forum: Not a bug
- Topic: LuaPlayer.entity_copy_source is actually associated to the character, not the player
- Replies: 1
- Views: 101
LuaPlayer.entity_copy_source is actually associated to the character, not the player
Problem reproduction I have this setup with 2 characters and a machine (save file is attached to this post): Screenshot 2022-07-23 121100.png 1) I am currently controlling the top character. I shift-right click the assembling machine. 2) /c game.print(game.player.entity_copy_source.name) gives me &...
- Sat Jun 25, 2022 3:44 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] Downloading a mod's dependency ignores the base version requirement (unlike downloading the mod directly)
- Replies: 1
- Views: 857
[1.1.59] Downloading a mod's dependency ignores the base version requirement (unlike downloading the mod directly)
Currently the "jetpack" mod has 2 versions: * 0.3.2 works on the stable branch * 0.3.3 depends on base mod 1.1.61 and therefore needs the experimental branch On the stable branch: When trying to install jetpack, Factorio will be aware of the requirement of 0.3.3, and will instead download ...
- Tue Jun 07, 2022 11:51 pm
- Forum: Implemented mod requests
- Topic: Expose historical data of LuaFlowStatistics
- Replies: 7
- Views: 1684
Re: Expose historical data of LuaFlowStatistics
I released a new version of Milestones which uses this new parameter and it now works very well when added to existing games
Estimations before.
Estimations after.
Thanks Xorimuth!

Estimations before.
Estimations after.
Thanks Xorimuth!
- Sun Jun 05, 2022 12:21 am
- Forum: 1 / 0 magic
- Topic: [1.1.59] Crash in single player without mods
- Replies: 8
- Views: 563
Re: [1.1.59] Crash in single player without mods
Before some hardware replacement, yes. But not in the last 6 months.
I also never crashed like this in 1000+ hours of Factorio.
I also never crashed like this in 1000+ hours of Factorio.
- Sat Jun 04, 2022 11:08 pm
- Forum: 1 / 0 magic
- Topic: [1.1.59] Crash in single player without mods
- Replies: 8
- Views: 563
Re: [1.1.59] Crash in single player without mods
I cannot. Unfortunately I didn't have autosave on so I lost the exact state of that base. If it happens again I will update this thread.
- Sat Jun 04, 2022 10:37 pm
- Forum: 1 / 0 magic
- Topic: [1.1.59] Crash in single player without mods
- Replies: 8
- Views: 563
[1.1.59] Crash in single player without mods
*Describe the problem as best as you can:* Unfortunately I wasn't doing anything special. I was in map view using an upgrade planner to upgrade modules, but I had been doing that for the last 10 minutes before the crash so it may be irrelevant. Save file attached. Relevant log here: (Full log attach...
- Mon May 30, 2022 4:39 pm
- Forum: Won't implement
- Topic: Allow mods to default custom presets
- Replies: 7
- Views: 894
Re: Allow mods to default custom presets
data.raw["map-settings"]["map-settings"].enemy_evolution = { enabled = true, time_factor = 0.000001, destroy_factor = 0.001, pollution_factor = 0.0000005 } Indeed that works for enemy evolution! I didn't know updating this would affect the "Default" preset. Is there an...
- Mon May 30, 2022 2:29 pm
- Forum: Won't implement
- Topic: Allow mods to default custom presets
- Replies: 7
- Views: 894
Re: Allow mods to default custom presets
The proper way to do what youโre after is to modify the map generation prototypes to generate how you want. Directly changing the mapgen during load and ignoring the player settings would remove the choice aspect. For an SE example, we want every "default" player who's getting into the mo...
- Thu May 19, 2022 11:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] Circular dependency error doesn't list all mods
- Replies: 3
- Views: 779
Re: [1.1.59] Circular dependency error doesn't list all mods
+1, this specific circular dependency comes up in the SE and K2 discords more than once a week.
- Thu May 12, 2022 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Rename mod "startup settings" to clarify that they can be changed for existing games
- Replies: 5
- Views: 313
Re: Rename mod "startup settings" to clarify that they can be changed for existing games
For the setting category name itself, to me, of the listed suggestions, the first two are not clear to me, and the last two make it seem like they have nothing to do with a game at all, so I could not support any of those. I have no suggestions of my own to offer here, though. Yeah I'm not happy wi...
- Wed May 11, 2022 11:07 pm
- Forum: Ideas and Suggestions
- Topic: Rename mod "startup settings" to clarify that they can be changed for existing games
- Replies: 5
- Views: 313
Rename mod "startup settings" to clarify that they can be changed for existing games
Screenshot 2022-05-11 150407.png TL;DR The name "startup setting" and the message "cannot be changed while a game is running" imply that you cannot change them in existing games, when in fact you can, you just need to exit to the main menu first. What ? Change the name "Sta...
- Sun May 08, 2022 8:58 pm
- Forum: Not a bug
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 14
- Views: 1331
Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
Just stumbled on this behaviour too. Thanks for the report. Looking into this I don't think there's anything broken here. When the count in the output slot + the amount the recipe produces exceeds the stack size of the item it's counted as "output is full". In this case you simply need to ...
- Thu Mar 03, 2022 7:08 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 2962
- Views: 128496
Re: We support Ukraine
That person will probably dismiss anything contradictory as "western media", even Wikipedia Do you really think Wikipedia is right, the text in which anyone can correct? In polite society, this is considered bad form. Right on time. If anyone can edit it with no proof or sources, why not ...
- Thu Mar 03, 2022 6:39 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 2962
- Views: 128496
Re: We support Ukraine
Eight years ago, the Ukrainian Nazis, with the support of the United States, organized a coup in Ukraine, overthrew the legitimate President and began persecuting Russians. Eight years ago, horrified by this, Crimea seceded from Ukraine. Eight years ago, Ukrainians from Donbass tried to draw attent...
- Thu Mar 03, 2022 8:11 am
- Forum: News
- Topic: We support Ukraine
- Replies: 2962
- Views: 128496
Re: We support Ukraine
You know that certain actions are crimes. So is INACTION. Russia is being isolated like North Korea and it is your personal punishment for inaction. YOU allowed Putin to rule you. You silently accept his actions. You failed to find truth. And for all of the above you will be punished. And is is the...
- Thu Mar 03, 2022 1:27 am
- Forum: News
- Topic: We support Ukraine
- Replies: 2962
- Views: 128496
Re: We support Ukraine
I strongly disagree with the decision of the Czech Republic to block some of the pages and to criminalise different opinions. I'm well aware that it is targeted to the well-known propaganda tools of the russian regime, and understand the sentiment, but this is about principle. Different opinions or...
- Fri Feb 18, 2022 8:06 pm
- Forum: Ideas and Suggestions
- Topic: Insertion limit for labs should account for lab speed (just like it does for assemblers)
- Replies: 3
- Views: 517
Insertion limit for labs should account for lab speed (just like it does for assemblers)
TL;DR When a lab is too fast, through modules or mods, inserters will wait too long before inserting more packs. The labs will inevitably hitch, with no solution. This problem does not happen for assemblers because the insertion limit for assemblers takes into account the assembler's speed . Proble...
- Thu Feb 17, 2022 11:20 pm
- Forum: Ideas and Suggestions
- Topic: Make tips&tricks and shortcut bar more resilient to mod loading and unloading
- Replies: 8
- Views: 785
Re: Make tips&tricks and shortcut bar more resilient to mod loading and unloading
I second this request.