Search found 18 matches
- Sun Dec 22, 2024 7:19 pm
- Forum: Not a bug
- Topic: [2.0.27] Demo has full Factoriopedia content
- Replies: 3
- Views: 340
Re: [2.0.27] Demo has full Factoriopedia content
Probably not a bug, given that the only things excluded from the demo are the scenarios as well as the transport-belt-madness and tight-spot campaigns. Other than that, the base mod is 100% identical, so factoriopedia is going to be based off whats present in the base mod.
- Thu Dec 05, 2024 8:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Fish breeding applies productivity to catalysts
- Replies: 4
- Views: 1610
Re: [2.0.23] Fish breeding applies productivity to catalysts
Quality modules is unfortunately an ALL or NOTHING deal. That is ALL of the outputs get upgraded to the next quality tier, or NONE of them do. There currently is not a recipe prototype to "ignored_by_quality" on some count of the output, like there is for "ignored_by_productivity"
- Mon Nov 18, 2024 8:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.15] Achievement Bug: "So Long and Thanks for all the Fish"
- Replies: 12
- Views: 4800
Re: Achievement Bug: "So Long and Thanks for all the Fish"
This seems to have been broken as of version 2.0.15. In my modded troubleshooting, it seems that the cargo_pod entity that is carrying the fish for the purposes seems to no longer be attached to the rocket entity as of the on_rocket_launched() event being called. This is also the time when I think ...
- Sun Nov 10, 2024 6:11 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.16] Can't un-pause game while in Blueprint Editor
- Replies: 2
- Views: 1740
Re: [2.0.16] Can't un-pause game while in Blueprint Editor
Try hitting your keybind key for Pause, which in this case, should be the Pause/break key on the key board. I have confirmed that you can't bring up the menu while editing a blueprint while the game is paused, however, if you are allowed to pause/unpause the game, then hitting the pause keyboard key ...
- Wed Oct 30, 2024 6:57 pm
- Forum: Pending
- Topic: [2.0.12] Crash upgrading spaceship in hub then deconstructing (SpacePlatformHub: sizeBefore == sizeAfter was not true)
- Replies: 1
- Views: 240
[2.0.12] Crash upgrading spaceship in hub then deconstructing (SpacePlatformHub: sizeBefore == sizeAfter was not true)
Save game, and an unpublished mod I was using for testing something else unrelated to this game, since this game is using it attached.
Reproduction of crash steps. Go to the space platform clearing named "Doomed to Crash Factorio 2.0.12". Rotate the inserter so that it is grabbing from the Infinity ...
Reproduction of crash steps. Go to the space platform clearing named "Doomed to Crash Factorio 2.0.12". Rotate the inserter so that it is grabbing from the Infinity ...
- Sun Dec 03, 2023 12:24 pm
- Forum: Duplicates
- Topic: Custom system cursors hides item in hand.
- Replies: 1
- Views: 604
Custom system cursors hides item in hand.
As seen from these screen shots, a big enough custom system cursor, can make it difficult to see the item in hand and its count. This can make the game more difficult to play correctly. I do not want to have to switch cursor profiles just to be in the game, if there can be some better way to ...
- Thu Aug 10, 2023 3:48 am
- Forum: Implemented mod requests
- Topic: Custom furnace entity can't be smelted text
- Replies: 2
- Views: 1857
Custom furnace entity can't be smelted text
TL;DR
Custom furnace prototype "can't smelt" localized text
What ?
A way to specify custom localized "can't be smelted" text for a given furnace prototype, for example, a crusher could say "<item> can't be crushed", or for an incinerator, "<item> can't be incinerated.", or for an air filtering ...
Custom furnace prototype "can't smelt" localized text
What ?
A way to specify custom localized "can't be smelted" text for a given furnace prototype, for example, a crusher could say "<item> can't be crushed", or for an incinerator, "<item> can't be incinerated.", or for an air filtering ...
- Thu May 04, 2023 9:49 am
- Forum: Duplicates
- Topic: Same version mod mismatch overrides mod settings mismatch
- Replies: 1
- Views: 825
Same version mod mismatch overrides mod settings mismatch
Found a case where a mod is exactly the same, but because of how the core system evaluates mod mismatch of same version, it can be possible for a startup setting to cause a same version mod mismatch error.
The root cause is if a require is conditional on a startup setting, then the .lua file that ...
The root cause is if a require is conditional on a startup setting, then the .lua file that ...
- Sat Mar 04, 2023 1:11 pm
- Forum: Releases
- Topic: Version 1.1.77
- Replies: 7
- Views: 15355
Re: Version 1.1.77
As someone that works on the Archipelago mod, this data dumping is very nice as it just obsoleted https://mods.factorio.com/mod/archipelago-extractor in its entirety.
- Fri Sep 16, 2022 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
- Replies: 1
- Views: 2312
[1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
I started playing around with stack size related stuff in the prototypes and have noted that the game is mostly consistent of not letting the mod run when stack sizes of things that should be 1 are not 1. The exception is the spidertron-remote prototype.
The game silently clamps the stack_size of ...
The game silently clamps the stack_size of ...
- Mon Aug 22, 2022 10:10 pm
- Forum: Duplicates
- Topic: Artillery attack triggers "It stinks and they don't like it" achievment if you don't already have it.
- Replies: 1
- Views: 990
Artillery attack triggers "It stinks and they don't like it" achievment if you don't already have it.
I was not expecting this achievement to trigger from a retaliation attack of the biters against artillery cannons. (Pollution dissipation was set to 0, so pollution stays in the chunk it was generated in.)
No idea if this is intentional or not.
No idea if this is intentional or not.
- Mon Aug 08, 2022 12:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.65] Integer value settings can accept decimal values
- Replies: 1
- Views: 3033
[1.1.65] Integer value settings can accept decimal values
1. Change a int setting that has a min value less than or equal to 0 to anything with a decimal point.
2. What I expected was for that value to go red since a decimal point input is not valid for int settings.
2. What I got, as shown in the image, is the red box only for int values that have a min ...
2. What I expected was for that value to go red since a decimal point input is not valid for int settings.
2. What I got, as shown in the image, is the red box only for int values that have a min ...
- Fri Aug 05, 2022 1:45 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.64] chest filter bug
- Replies: 4
- Views: 3426
[1.1.64] chest filter bug
1. Create a filter for one item, such as repair pack
https://i.imgur.com/wGWb2sp.png
2. Attempt to insert another item such as iron-plate or uranium-ore
3. Expected result. (as shown by attempting to insert non-repair pack item into a repair-pack filter slot with a cargo wagon)
https://i.imgur ...
https://i.imgur.com/wGWb2sp.png
2. Attempt to insert another item such as iron-plate or uranium-ore
3. Expected result. (as shown by attempting to insert non-repair pack item into a repair-pack filter slot with a cargo wagon)
https://i.imgur ...
- Sun Jul 31, 2022 5:05 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] linked chest content voiding inconsistency.
- Replies: 1
- Views: 2464
[boskid] linked chest content voiding inconsistency.
I found that if a linked-chest is destroyed, then whether or not the contents of the linked chest of matching ID are voided depends on your ghost-time-to-live. With a ghost time to live of zero, no voiding happens at all. On the other hand, if there is even one tick of ghost time to live, then the ...
- Wed Jul 27, 2022 7:35 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.62] Linked containers with filters do not preserve filters when no containers on map
- Replies: 1
- Views: 2229
[boskid][1.1.62] Linked containers with filters do not preserve filters when no containers on map
Filters on a linked chest seems to only persist if there is at least ONE other existing chest with the same link ID as the ID you just changed away from.
What I expected, was place down linked chest.
change its link ID to 1.
set a filter for coal, and a filter for iron ore.
pick up the chest.
set ...
What I expected, was place down linked chest.
change its link ID to 1.
set a filter for coal, and a filter for iron ore.
pick up the chest.
set ...
- Sat Jul 23, 2022 8:05 pm
- Forum: Duplicates
- Topic: burner inserter and burnt_results
- Replies: 1
- Views: 1061
burner inserter and burnt_results
I was playing around with fuel categories and burner inserters to learn how things are handled in regards to their handling of the burnt fuel results. In particular, I set the burner inserter to accept both chemical and nuclear fuel, set the burnt_inventory size to 1, and waited for the burner ...
- Fri Nov 12, 2021 3:13 pm
- Forum: Modding help
- Topic: Resource Entity Prototypes
- Replies: 2
- Views: 1387
Re: Resource Entity Prototypes
Thanks for the info. I was looking in the wrong place.
- Wed Nov 10, 2021 8:19 pm
- Forum: Modding help
- Topic: Resource Entity Prototypes
- Replies: 2
- Views: 1387
Resource Entity Prototypes
Is there any way in game to gain access to the Resource Entity Prototype definitions? I need access to this data in order to extract some relevant information such as how long it takes to mine the resource, the results of this resource when mined, fluids required, etc...
Mainly, I am looking to ...
Mainly, I am looking to ...