Search found 101 matches

by BrainGamer_
Mon Aug 18, 2025 5:33 pm
Forum: Modding discussion
Topic: can i have a copy with asan?
Replies: 5
Views: 336

Re: can i have a copy with asan?

the headless linux build can be downloaded by anyone? its freely available.

https://factorio.com/get-download/stabl ... ss/linux64
by BrainGamer_
Tue Aug 12, 2025 4:04 pm
Forum: Resolved Requests
Topic: Examples miss spacing between them
Replies: 1
Views: 217

Examples miss spacing between them

It looks like the example entries are missing some spacing between them and overlap vertically a bit.
08-12-2025, 18-02-30.png
08-12-2025, 18-02-30.png (78.6 KiB) Viewed 217 times
08-12-2025, 18-03-12.png
08-12-2025, 18-03-12.png (186.21 KiB) Viewed 217 times
by BrainGamer_
Tue May 27, 2025 6:25 pm
Forum: Resolved Requests
Topic: FluidFlowDirection has unexpected description
Replies: 3
Views: 547

Re: FluidFlowDirection has unexpected description

yeah I was referring to the single comma
by BrainGamer_
Mon May 19, 2025 3:43 am
Forum: Resolved Requests
Topic: FluidFlowDirection has unexpected description
Replies: 3
Views: 547

FluidFlowDirection has unexpected description

Types/FluidFlowDirection has a description for the "output" variant that seems like its not expected to be there.
by BrainGamer_
Thu Feb 13, 2025 3:25 am
Forum: Resolved Requests
Topic: [2.0.34] Resolve type discrepancies in the Prototype JSON Format
Replies: 4
Views: 843

Re: [2.0.34] Resolve type discrepancies in the Prototype JSON Format

Hello there fellow strictly typed dump parser :D


Is there a reason why empty arrays are set as {} instead of []? This is kind of against the JSON standard . E.g. the ingredients for the recipe-unknown recipe on line 60888 . Use [] for empty arrays instead?


I ran into this some time ago (https ...
by BrainGamer_
Wed Jan 15, 2025 12:15 am
Forum: Resolved Requests
Topic: ConstantCombinatorPrototype::pulse_duration is unknown uint
Replies: 1
Views: 343

ConstantCombinatorPrototype::pulse_duration is unknown uint

ConstantCombinatorPrototype::pulse_duration is specified to be a uint but the prototype docs do not contain such a type. Only the specific variants uint8, uint16, uint32, uint64. The runtime docs however do have a uint concept.
by BrainGamer_
Thu Dec 19, 2024 4:10 am
Forum: Resolved Requests
Topic: [2.0.27] Missing member in EntityPrototypeFlags
Replies: 1
Views: 453

[2.0.27] Missing member in EntityPrototypeFlags

Types/EntityPrototypeFlags is missing the "building-direction-16-way" member (used by rail signals / chain signals).
by BrainGamer_
Thu Oct 31, 2024 4:07 am
Forum: Resolved Requests
Topic: CargoHatchDefinition::illumination_graphic_index invalid default or type
Replies: 1
Views: 471

CargoHatchDefinition::illumination_graphic_index invalid default or type

CargoHatchDefinition::illumination_graphic_index is a uint32 but specifies a default value of -1.
So what is it? Is its default a uint32 underflow to 2^32 - 2? Or is it a signed int32?
by BrainGamer_
Thu Oct 31, 2024 4:03 am
Forum: Resolved Requests
Topic: HeatEnergySource::emissions_per_minute wrong "default"
Replies: 1
Views: 472

HeatEnergySource::emissions_per_minute wrong "default"

HeatEnergySource::emissions_per_minute is overridden since heat energy sources don't support pollution. It mentions a default value of 0 but the type of emissions in 2.0 is dictionary[AirbornePollutantID -> double] and not just double anymore.

I think not specifying a default value and maybe ...
by BrainGamer_
Thu Oct 31, 2024 3:55 am
Forum: Resolved Requests
Topic: Missing defaults for PipeConnection::flow_direction / connection_type
Replies: 1
Views: 452

Missing defaults for PipeConnection::flow_direction / connection_type

In 1.1 PipeConnection::type had a default of "input-output" and apparently the renamed field in 2.0 still does aswell but its not mentioned.
The new PipeConnection::connection_type property apparently also has a not mentioned default value of "normal".
by BrainGamer_
Sat Oct 26, 2024 6:10 pm
Forum: Resolved Requests
Topic: UtilitySprites::platform_entity_build_animations is optional / feature flag bound
Replies: 1
Views: 458

UtilitySprites::platform_entity_build_animations is optional / feature flag bound

UtilitySprites::platform_entity_build_animations is not marked as optional / DLC specific. But its not present in base 2.0 while it is in space-age.

I assume its related to the space_travel feature flag?
by BrainGamer_
Sat Oct 19, 2024 2:06 pm
Forum: Tools
Topic: Nix aarch64-darwin
Replies: 1
Views: 1430

Re: Nix aarch64-darwin

You could open a PR to add support for your target in the nixpkgs repo, the relevant files are here .

Tho I don't think its a good idea to use nix for game installs directly, rather have steam be installed through it instead. Especially with a lot of new releases that are expected to come the ...
by BrainGamer_
Thu Oct 17, 2024 12:19 pm
Forum: General discussion
Topic: Space Age general Questions
Replies: 164
Views: 67879

Re: Space Age general Questions


thank you very much. So i guess a high output space science platform needs to be brought/build in a asteroid rich orbit.
Is there a limit on how many space stations one can have per orbit?


If you need more asteroid chunks either for space science or for a mining platform you'll get more ...
by BrainGamer_
Thu Oct 17, 2024 9:47 am
Forum: General discussion
Topic: Space Age general Questions
Replies: 164
Views: 67879

Re: Space Age general Questions


Do stationary space stations encounter asteroids or just loose ressource chunks? I.e. will i need defense on my space science station? =)


Depends on what planet your platform stays at. Take a look at factoriopedia and it will tell you about the expected asteroids for a planets orbit.
Nauvis ...
by BrainGamer_
Sun Oct 13, 2024 5:02 pm
Forum: Technical Help
Topic: [1.1.110] Steam notification causes Factorio to freeze
Replies: 2
Views: 605

Re: [1.1.110] Steam notification causes Factorio to freeze

this might be what I also ran into here 113899
the workaround is to disable the steam overlay (at least it was in my case)
by BrainGamer_
Mon Sep 23, 2024 5:27 am
Forum: General discussion
Topic: Factorio v1.1 Life after v2.0 Release
Replies: 12
Views: 4151

Re: Factorio v1.1 Life after v2.0 Release


How about online services for v1, will that keep working? Stuff like master server and mod portal.


Yes? You can use the mod portal all the way back to 0.13 mods. Just don't expect many mod authors to keep updating 1.1 mods after they ported their mods to 2.0.
And for the matchmaking server I'm ...
by BrainGamer_
Wed Aug 07, 2024 2:46 pm
Forum: Questions, reviews and ratings
Topic: What mods are you using - and why?
Replies: 11
Views: 20226

Re: What mods are you using - and why?

I got some more mods for you (shamlessly including some of my own mods)


Constructron-Continued - Automated Spidertrons that will go and build/repair/deconstruct/upgrade entities you mark all over your map. No more huge roboport network needed!
Blueprint Shotgun - Build blueprints by shooting ...
by BrainGamer_
Fri Aug 02, 2024 10:18 am
Forum: Resolved Requests
Topic: new stable docs link is a 404
Replies: 1
Views: 535

new stable docs link is a 404

I like the addition of stable / experimental to the doc version selection!

Only issue is that https://lua-api.factorio.com/stable/ returns as a 404 :lol:

(2024-08-02 12:20 CEST)

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