Search found 22 matches

by j_matya
Tue Jun 23, 2026 3:15 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 157680

Re: Version 2.1.7

waterBear wrote: Tue Jun 23, 2026 1:37 pm Does anyone know the hotkey to change which side of the belt a recycler outputs on? They changed the default side apparently (at least in some cases) and it has deadlocked some of my designs.
I used "h" for flipping horizontal.
by j_matya
Tue Jun 23, 2026 1:03 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 157680

Re: Version 2.1.7

Is the inserter flipping be supposed to be working when holding the inserter in the hand?
update: yes it works. PEBKAC. Try "h" :D
by j_matya
Fri Jun 19, 2026 1:52 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 176
Views: 33294

Re: Friday Facts #443 - More Planet Deliveries

Lol, if you have time add logic to landmines, could we pleas have read fuel on burner miners? :roll:
viewtopic.php?t=129763
by j_matya
Sat Dec 06, 2025 8:04 am
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
Replies: 2
Views: 877

Re: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)

If clarification is required: I did undo (ctrl+z) the deconstruction a set of spilled item on the ground (I do not have the undo-grouping feature enabled, I reverted to previous logic in The Other Settings™), while other player JD used an ad-hoc alt+d to undo the same area's items' deconstruction ...
by j_matya
Sun Oct 12, 2025 2:29 pm
Forum: Not a bug
Topic: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
Replies: 2
Views: 593

Re: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working

Rseding91 wrote: Sun Oct 12, 2025 2:24 pm Did you enable the “hide mod GUIs” debug setting on the standalone version by mistake? (F4 menu)
🤦

Yes apparently I did. Thank you for pointing this out :-D

(note to myself: always check next time with a completely vanilla installation).

Thanks you!
by j_matya
Sun Oct 12, 2025 2:03 pm
Forum: Not a bug
Topic: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
Replies: 2
Views: 593

[2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working

I am playing a map-mod called Earth Maps with additional QoL mods.
https://mods.factorio.com/mod/EarthMaps

One feature of this mod is that it has pre-placed teleporter buildings and rocket silos at some of the major cities of earth.
The map version is one that also has multiple teams (implemented ...
by j_matya
Sun Oct 12, 2025 12:58 pm
Forum: Ideas and Suggestions
Topic: please allow the player to read the fuel count of burner mining drills
Replies: 4
Views: 1403

Re: please allow the player to read the fuel count of burner mining drills

+1

Our use-case: We are working on an Any% Multiplayer Speedrun, and would like to continue getting value out of the "Coal Snake" Burner Miners, which we have already "paid for" with resources.
Unfortunately they cannot be automated :o in our intended way for the purpose of extract coal from their ...
by j_matya
Wed Jan 08, 2025 5:41 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
Replies: 4
Views: 4161

Re: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)

Thank you!
Could you please give a hint what triggers this, so I can avoid doing that until the next release?
by j_matya
Sun Jan 05, 2025 2:18 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
Replies: 4
Views: 4161

Re: [2.0.28] Crash deleting surface (InfiniteVector.hpp)

from what I can see in the mod's lua code is this `expedition.abandon_expedition` being executed when the "Abandon expedition" button was pressed which caused my crash:


function expedition.abandon_expedition(player)
local expedition_surface = game.surfaces[player.force.name .. "_expedition ...
by j_matya
Sat Jan 04, 2025 6:14 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
Replies: 4
Views: 4161

[Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)

We were testing a new mod with Trupen on a Multiplayer server.
I run on Linux, others run on Windows. My game crashed, the others didnt.
It happened twice, but when we tried to reproduce, we could not.

From the clip I got from twitch is seems to have happened when I teleported to a surface that was ...
by j_matya
Mon Nov 04, 2024 9:51 pm
Forum: Duplicates
Topic: [2.0.14] Asteroid collector stuck at Disabled by control behavior even when wire is disconnected
Replies: 1
Views: 1426

[2.0.14] Asteroid collector stuck at Disabled by control behavior even when wire is disconnected

I got an asteroid collector hooked up with a wire and set a filter condition. see picture below.
It does set filter according to what the wire carries. (the current wire connection does not really make a sense, its just for demonstration)

Screenshot_20241104_223017.png


When the wire is ...
by j_matya
Sun Nov 03, 2024 8:54 pm
Forum: Duplicates
Topic: [2.0.14] Cannot set separate decon planner for Huge Rocks containing coal
Replies: 1
Views: 547

[2.0.14] Cannot set separate decon planner for Huge Rocks containing coal

In 1.1 you could set decon planner for both types of rocks: small ones only yielding stone and huge rocks that also dropped coal.

The 2.0.x selection of Rock was reduced to one pickable element and includes both rock types.
Screenshot_20241103_214820.png

I assume it was changed so players would ...
by j_matya
Sun Nov 03, 2024 8:46 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.14] Blueprint parameter is not replaced in req. chest if two recipe's ingredients are identical
Replies: 1
Views: 2226

[Kovarex] [2.0.14] Blueprint parameter is not replaced in req. chest if two recipe's ingredients are identical

I have a blueprint which is a set of 2 assemblers that share a blue chest in the middle (since shipping off-world is expensive), and is used as part of a bot-mall off-world.

This is the BP String:
0eNrFl92OmzAQhV+l8mUFVTD/UXvRPkPvqhUixCRWwWZts20U8e4dQ5YS8LLxpqsqN8bM+cYcj8fKGe2qljSCMoW2Z0QLziTa ...
by j_matya
Fri Sep 13, 2024 1:35 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 53183

Re: Friday Facts #428 - Reactor & Logistics circuit control

Very nice, so much QoL!

I would only like to re-post the comments we made back in November 23 about the possibility to produce custom values for output other than 1 / Input count, the UI would also nicely allow it like this gimp'ed together image illustrates:

https://forums.factorio.com/viewtopic ...
by j_matya
Fri Nov 10, 2023 12:40 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 183615

Re: Friday Facts #384 - Combinators 2.0

Hi.
First of all, mind blown, I was shedding a tear, so many new possibilities! :D

One thing I would highly recommend / request:

Add the possibility to output any other constant other than "1" and "Input count". How many times I have wanted to output a number other than 1, and had to restort to ...
by j_matya
Tue Nov 07, 2023 7:48 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 176
Views: 101228

Re: Friday Facts #383 - Super force building



I wonder if you can soft-lock yourself by


not having bots,
picking up landfill behind you,
and placing all of it ahead of you


Since IIRC you need for example real concrete "in-hand" to hand-mine it the placed tiles...


You can add landfill to your toolbar and then select it from ...
by j_matya
Fri Nov 03, 2023 3:53 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 176
Views: 101228

Re: Friday Facts #383 - Super force building

I wonder if you can soft-lock yourself by
  1. not having bots,
  2. picking up landfill behind you,
  3. and placing all of it ahead of you
Since IIRC you need for example real concrete "in-hand" to hand-mine it the placed tiles...
by j_matya
Fri Sep 29, 2023 12:42 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 236788

Re: Friday Facts #378 - Trains on another level



Can the player enter/exit the train when it's elevated or walk on the elevated tracks?
And can elevated trains collide with anything? like a spidertron for example


Player can exit/enter elevated trains fine. (It would be quite annoying otherwise)
They only collide with few entities, as stated ...
by j_matya
Fri Sep 08, 2023 12:19 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 469531

Re: Friday Facts #375 - Quality

There is actually a new achievement for having best legendary armor full of legendary equipment.
Hah, poor speedrunners. It will be interesting if 100% is still something that is achievable in a sane way in the expansion, like, what other achievement there will be :)
Also, can't wait for the ...
by j_matya
Fri Sep 08, 2023 12:15 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 219
Views: 134868

Re: Friday Facts #374 - Smarter robots

Just out of curiosity, since now bots tend to diverge towards the target roboport:

If the robot network is a huge " U " shaped one, and the bots start flying from one end of the U towards the other end of the U, and the area between them is not charted (chunks not generated), will the bots' flying ...

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