Ah, disabling that hidden setting solved the freeze for me. Thanks!
I think I enabled it for mod testing, or maybe just because it seemed nice when I saw it. I'm not sure if there's anything to fix then (except mod's change-logs).
Search found 65 matches
- Fri Jun 20, 2025 2:21 pm
- Forum: Not a bug
- Topic: [2.0.55] Malformed changelog causes 1 second freeze
- Replies: 2
- Views: 131
- Fri Jun 20, 2025 1:41 pm
- Forum: Not a bug
- Topic: [2.0.55] Malformed changelog causes 1 second freeze
- Replies: 2
- Views: 131
[2.0.55] Malformed changelog causes 1 second freeze
Steps to reproduce:
0. Open Factorio 2.0.55
1. Go to the mod portal and click on a mod with an incorrectly formatted changelog: https://mods.factorio.com/mod/Testbenchcontrols for example (I have reported the issue to them)
What happens:
The game freezes for about 1 second, after which the mod info ...
0. Open Factorio 2.0.55
1. Go to the mod portal and click on a mod with an incorrectly formatted changelog: https://mods.factorio.com/mod/Testbenchcontrols for example (I have reported the issue to them)
What happens:
The game freezes for about 1 second, after which the mod info ...
- Thu May 22, 2025 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Compound Combinators (complex logic in a single building)
- Replies: 11
- Views: 5918
Re: Compound Combinators (complex logic in a single building)
Decider combinators can already perform compound operations since 2.0, so this is already partially implemented. I think it would be nice if Arithmetic combinators could also do this though, I think the UI of the decider combinator could be copied: instead of AND and OR on the left, have the ...
- Thu May 22, 2025 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Tanks shouldn't bump into spidertrons following them
- Replies: 3
- Views: 379
Re: Tanks shouldn't bump into spidertrons following them
There's not that many reasons to use a tank if you have already unlocked and built spidertron. The only reason I can think of is to avoid using the auto-aim of the spidertron, or in if you are low on certain ammo.
I think radar vision equipment is the way to go, it could be added to the game as a ...
I think radar vision equipment is the way to go, it could be added to the game as a ...
- Thu May 22, 2025 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Improve disabled achievements dialog
- Replies: 0
- Views: 294
Improve disabled achievements dialog
TL;DR
Improve the confirmation dialog for disabled achievements.
What?
The new confirm dialog with the achievements disabled by the map settings, added in version 2.0.46, is quite useful, but hard to read at a glance.
afbeelding.png
I think something like the following would be nicer ...
Improve the confirmation dialog for disabled achievements.
What?
The new confirm dialog with the achievements disabled by the map settings, added in version 2.0.46, is quite useful, but hard to read at a glance.
afbeelding.png
I think something like the following would be nicer ...
- Wed Jan 22, 2025 11:19 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Flow Routers - UTU balancers without the balance
- Replies: 22
- Views: 17531
Re: Flow Routers - UTU balancers without the balance
I have been working with Factorio-SAT the last two days, and managed to make a version of my earlier 6-6 LFR that is not lopsided:
afbeelding.png
It also works with yellow belts as you can hopefully see.
I updated my LFR book:
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB ...
afbeelding.png
It also works with yellow belts as you can hopefully see.
I updated my LFR book:
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB ...
- Wed Jan 22, 2025 4:31 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Controlled Unbalanced Sushi Belts
- Replies: 7
- Views: 1774
Re: Controlled Unbalanced Sushi Belts
Yep, they are quite nice for sushi. Another simple way to make rate limiters is by using different belt levels and/or side-loading:
red -> yellow 1/2
blue -> red: 2/3
blue -> yellow 1/3
red -> half yellow: 1/4
blue -> half red: 1/3
blue -> half yellow: 1/6
And with space-age's green turbo belts ...
red -> yellow 1/2
blue -> red: 2/3
blue -> yellow 1/3
red -> half yellow: 1/4
blue -> half red: 1/3
blue -> half yellow: 1/6
And with space-age's green turbo belts ...
- Wed Jan 22, 2025 3:48 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Controlled Unbalanced Sushi Belts
- Replies: 7
- Views: 1774
Re: Controlled Unbalanced Sushi Belts
@Puppet, nice idea. You can make it work without circuits (this sub-forum is circuit-free after all) and for arbitrary ratios by using rate limiters.
Rate limiters are setups that provide a specified throughput limit, so that you can fill a specific fraction of a belt. Here is a blueprint book ...
Rate limiters are setups that provide a specified throughput limit, so that you can fill a specific fraction of a belt. Here is a blueprint book ...
- Tue Jan 21, 2025 12:38 pm
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 2298
Re: Dynamically change trainstop names richtext icons with circuit signals
As of now, having a wildcard in the name of the station and reading the parked train's content would cause problems. There was a suggestion (for assemblers, I think) to make those sorts of input-output signal configurable per color.
IIRC, either the assembler or the asteroid collector, I forgot ...
- Sun Jan 19, 2025 8:20 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Flow Routers - UTU balancers without the balance
- Replies: 22
- Views: 17531
Re: Flow Routers - UTU balancers without the balance
Looking at @Scarab's construction method in the first post, I realized that the "potential LFRs" in my previous post are indeed lane flow routers.
They follow the factor method with factors n, 2 (for 2n lanes). The first and last stage consist of two n-n flow routers each, one in the left-lane ...
They follow the factor method with factors n, 2 (for 2n lanes). The first and last stage consist of two n-n flow routers each, one in the left-lane ...
- Sat Jan 18, 2025 4:03 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Flow Routers - UTU balancers without the balance
- Replies: 22
- Views: 17531
Re: Flow Routers - UTU balancers without the balance
Hey @Scarab, thanks for your reply.
You're over engineering your LBs a little. You only need half the number of Lane balancers as there are belts, as long as you use both input sides of the lane balancer's splitter.
Sadly I am not making lane balancers (LBs), but lane flow routers (LFRs). I don ...
You're over engineering your LBs a little. You only need half the number of Lane balancers as there are belts, as long as you use both input sides of the lane balancer's splitter.
Sadly I am not making lane balancers (LBs), but lane flow routers (LFRs). I don ...
- Mon Jan 13, 2025 10:17 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Flow Routers - UTU balancers without the balance
- Replies: 22
- Views: 17531
Re: (Lane) Flow Routers - TU balancers without the balance
To continue on my lane flow router (LFR) spree, I have made 4-4 and 6-6 LFRs, with resp. 2, 3 fewer splitters than the corresponding TU lane balancers (TU LBs)(book also contains my 2-2 LFR):
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB/3tIaR4tjUoq1tcGcthLMjOWvnp0V1V3VbH4x ...
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB/3tIaR4tjUoq1tcGcthLMjOWvnp0V1V3VbH4x ...
- Thu Jan 09, 2025 12:23 pm
- Forum: Not a bug
- Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
- Replies: 8
- Views: 872
Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor
I found a workaround for the items running out: in Editor mode you have "infinity filters" where the logistics section usually is, and setting requests for items here will keep them in your inventory. But if the request is low, the item can still run out, but I haven't found any problems when ...
- Sat Jan 04, 2025 3:02 pm
- Forum: Not a bug
- Topic: [2.0.28] Spidertron path line renders behind certain entities
- Replies: 1
- Views: 240
[2.0.28] Spidertron path line renders behind certain entities
The line that marks a Spidertron's path renders behind certain entities, making it hard to see, especially when zoomed in.
Affected entities:
- electric miner
- electric furnace
- accumulator
I think it probably happens with other entities as well, but it doesn't happen with solar panels. I think ...
Affected entities:
- electric miner
- electric furnace
- accumulator
I think it probably happens with other entities as well, but it doesn't happen with solar panels. I think ...
- Thu Jan 02, 2025 2:32 pm
- Forum: Not a bug
- Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
- Replies: 8
- Views: 872
Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Ah, the entities tab in the Map editor window (top left by default) - I never used that that much. It does seem like it doesn't run out, but using that makes it a bit harder to access my upgrade/deconstruction planners and blueprints, as a lot of the usual keyboard shortcuts don't work anymore ...
- Thu Jan 02, 2025 2:06 pm
- Forum: Not a bug
- Topic: [2.0.28] Signals in constant combinator with description not parametrizable
- Replies: 5
- Views: 828
Re: [2.0.28] Signals in constant combinator with description not parametrizable
Yep, I just realized the naming of the logistic sections was causing it. I was also trying to see if the name of the logistic section was parameterizable.
- Thu Jan 02, 2025 2:02 pm
- Forum: Not a bug
- Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
- Replies: 8
- Views: 872
Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor
I am using editor mode. I reproduced both behaviours it in a new world with "map editor" as well.
The difference between the two behaviours is that in the first, the item was never in the inventory, while in the second, it was, but it runs out. The second case can happen even if the player is ...
The difference between the two behaviours is that in the first, the item was never in the inventory, while in the second, it was, but it runs out. The second case can happen even if the player is ...
- Thu Jan 02, 2025 1:56 pm
- Forum: Not a bug
- Topic: [2.0.28] Signals in constant combinator with description not parametrizable
- Replies: 5
- Views: 828
[2.0.28] Signals in constant combinator with description not parametrizable
Steps to reproduce:
1. Import one of the provided blueprints.
2. Open the blueprint editor and select parameterize.
What happens:
This blueprint only allows the item in the description to be paramerized:
0eNqtk91uwjAMhd/F1wmCQplaiSdBCKWtC9HSJDgpgqG++9zCyn6kSWPctY7P55Pk5AKFadGTthHyC+jS2QD5 ...
1. Import one of the provided blueprints.
2. Open the blueprint editor and select parameterize.
What happens:
This blueprint only allows the item in the description to be paramerized:
0eNqtk91uwjAMhd/F1wmCQplaiSdBCKWtC9HSJDgpgqG++9zCyn6kSWPctY7P55Pk5AKFadGTthHyC+jS2QD5 ...
- Thu Jan 02, 2025 1:33 pm
- Forum: Not a bug
- Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
- Replies: 8
- Views: 872
Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Okay, is the following behaviour then a bug? (items running out in editor mode)
This is what caused me to notice the behaviour in my previous post.
Steps to reproduce:
1. Turn on instant blueprinting.
2. Add item to inventory and quickbar.
3. Build with the item until it runs out in your inventory ...
This is what caused me to notice the behaviour in my previous post.
Steps to reproduce:
1. Turn on instant blueprinting.
2. Add item to inventory and quickbar.
3. Build with the item until it runs out in your inventory ...
- Thu Jan 02, 2025 12:44 pm
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 2298
Re: Dynamically change trainstop names richtext icons with circuit signals
In addition to the aforementioned mod, there's also Progammable Train Stop Naming which is based on it. I'm not sure what the difference is, except that the "first signal" option is gone.