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by Hares
Fri Jul 18, 2025 3:53 pm
Forum: Balancing
Topic: [SA] Make small lightning rods not protecting flying robots.
Replies: 9
Views: 1296

Re: [SA] Make small lightning rods not protecting flying robots.



For point two: They are twice as efficient as lightning rods and cover a larger area. Why not use them?


1. They are 2x2 instead of 1x1, cost a lot and are unlocked when your base is already covered
2. Lightning efficiency is never a limiting factor, you are always capped by the accumulators
3 ...
by Hares
Mon Jul 14, 2025 10:32 pm
Forum: Development tools
Topic: Proposal: Publish JSON schema for mod's info.json on API Docs portal
Replies: 4
Views: 1397

Re: Proposal: Publish JSON schema for mod's info.json on API Docs portal


What you're probably looking for is this wiki page https://wiki.factorio.com/Tutorial:Mod_structure
Some of the modding documentation is on the wiki for legacy reasons, but there are plans/efforts to bring it all to the api docs.


I specifically asked for JSON schema. Most IDEs have support for ...
by Hares
Thu Jun 19, 2025 5:34 pm
Forum: Bug Reports
Topic: [2.0.57] Version in Github repository factorio-data
Replies: 0
Views: 216

[2.0.57] Version in Github repository factorio-data

Each time a new version is release, factorio-data repo gets updated -- a new dump of data is created, version is bumped, and tag is created
However, I just noticed that the version is bumped to a next version rather than the version being released. It is OK to keep in development branch, but it's ...
by Hares
Wed Jun 11, 2025 7:32 pm
Forum: Assigned
Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
Replies: 7
Views: 1132

Re: [Lou] [2.0.21] Construction task for rail ramp never assigned


I think that may run into the same issue but from the other end. Where the rail ghosts get built in the air before the ramp is moved, getting the ramp robot stuck again. But I don't know for sure.

Personally, I think the game is trying to be too smart about everything in this scenario and it's ...
by Hares
Wed Jun 11, 2025 7:26 pm
Forum: Not a bug
Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Replies: 15
Views: 3723

Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed

If any Feature Requests are made, can the links be shared here?
Offtopic
by Hares
Wed Jun 11, 2025 7:23 pm
Forum: Assigned
Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
Replies: 7
Views: 1132

Re: [Lou] [2.0.21] Construction task for rail ramp never assigned


Looking into this, I don't think there's a solution that will allow the robots to actually perform the requested operation. The elevated rails require supports and the logic wants to remove one of them to move it slightly... but it can never do that without also removing the elevated rails ...
by Hares
Tue Jun 03, 2025 5:10 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 1387

Re: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Edit. Okay, I got it. The problem is the fact I have Production screen open. Opening it during autosave causes crash. 10:58 is the time of next autosave.
by Hares
Tue Jun 03, 2025 5:07 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 1387

Re: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Rseding91 wrote: Tue Jun 03, 2025 2:26 pm What's your autosave interval set at?
5 minutes.
by Hares
Mon Jun 02, 2025 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 1387

Re: [2.0.54] Crash when playing Tight Space

Edit: Loading this savefile on 2.0.55 causes crash after some time at exactly the same time (10:58 on timer)
by Hares
Mon Jun 02, 2025 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 1387

[2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Was playing tight space, and the game crashed.
06-02-2025, 22-32-11.png
06-02-2025, 22-32-11.png (3.61 MiB) Viewed 1387 times
Attaching logs, crash dump & latest autosave.
by Hares
Mon Jun 02, 2025 5:20 pm
Forum: Balancing
Topic: Team Production: Landfill cost not updated for 2.0
Replies: 0
Views: 727

Team Production: Landfill cost not updated for 2.0

In 1.1, landfill costed 20 stone. In 2.0.7, its cost was changed to 50, an increase of +150%.

However, the Team Production scenario was not updated for that change, easily asking you to produce 5 thousand landfill
06-02-2025, 20-08-31.png

Yes, technically, this is not a bug, rather issue and ...
by Hares
Fri May 30, 2025 8:44 pm
Forum: Duplicates
Topic: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error
Replies: 3
Views: 483

Re: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error

Loewchen wrote: Fri May 30, 2025 8:15 pm 128737
Too bad "too far to connect" has 3 words of length 3 or less which are not indexed and thus cannot be searched.
by Hares
Fri May 30, 2025 8:10 pm
Forum: Duplicates
Topic: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error
Replies: 3
Views: 483

[2.0.54] Dragging ghost belt over belts shows "too far to connect" error

Steps to Reproduce

Have yellow belt deployed
Select ghost cursor for red belt
Drag over yellow belt
Drag over yellow belt again (over upgrade requests)
Alternatively: Drag over existing red belt


Expected:

Nothing


Actual:

Error sound is played with "Too far to connect" on ...
by Hares
Fri May 30, 2025 7:46 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 4008

Re: [boskid][2.0.47] Inserters can face diagonally


Yes, this is what I was describing? It is finicky to Blueprint these in some Slot types; my point was that you can “get away with more” by editing the Blueprint String than is possible in Vanilla. This Bug Report seems to be a case of one of these “features” being removed.

I don’t mind too much ...
by Hares
Fri May 30, 2025 7:24 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 4008

Re: [boskid][2.0.47] Inserters can face diagonally


There are some other “not normally possible” setups that can be created with Blueprint string hacking, like setting Item Requests in non-Logistic chests…


You can request items as ghost requests via in-game logic. Check this out ...
by Hares
Fri May 30, 2025 6:54 pm
Forum: Releases
Topic: Version 2.0.54
Replies: 4
Views: 6119

Re: Version 2.0.54

This update somehow "cleared" experimental-latest beta branch on Steam, and moved me to 2.0.47. I didn't change any Steam settings. 2.0.54 still available on beta branches however.
by Hares
Fri May 30, 2025 6:49 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 4008

Re: [boskid][2.0.47] Inserters can face diagonally

Damn. This looks so cool.
by Hares
Wed May 28, 2025 8:53 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Replies: 20
Views: 10944

Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades


This is an actual bug even for reasonable low research levels and I'm working on a fix.


This might be important: YouTube: Factorio Space Age - Railgun Shooting Speed NOT Capped at Level 4 // StupidFatHobbit

According to in-game calculations, the shooting speed tooltip is wrong and railguns ...

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