Search found 89 matches

by Yodo
Wed Jan 14, 2026 4:37 pm
Forum: Technical Help
Topic: [2.0.72] Random flashing rectangles when decoratives are on
Replies: 1
Views: 91

Re: [2.0.72] Random flashing rectangles when decoratives are on

Oops I also posted this one incorrectly, I meant to post this as a bug report. Can it be moved?
by Yodo
Wed Jan 14, 2026 4:13 pm
Forum: Technical Help
Topic: [2.0.72] Crash saving "FlowStatistics history max_size (4281479473) does not match expected size"
Replies: 2
Views: 92

[2.0.72] Crash saving "FlowStatistics history max_size (4281479473) does not match expected size"

I was playing the game when it crashed while auto-saving. I have attached the autosave, previous autosave, dump, and log.

After Factorio crashed, I restarted it and continued playing from the previous autosave. I increased the autosave frequency from per 5 min to once per minute, but no further ...
by Yodo
Wed Jan 14, 2026 4:06 pm
Forum: Technical Help
Topic: [2.0.72] Random flashing rectangles when decoratives are on
Replies: 1
Views: 91

[2.0.72] Random flashing rectangles when decoratives are on

Steps to reproduce:
1. Load the attached save file.
2. Make sure "show decoratives" is on.
3. Make sure you are underground.

What happens:
Small colored rectangles appear on the screen briefly at random positions. They continue flashing/blinking when the game is paused, and zooming out let's you ...
by Yodo
Sat Jan 10, 2026 8:15 pm
Forum: Ideas and Suggestions
Topic: Tier color-coding
Replies: 2
Views: 782

Re: Tier color-coding

Huh, makes sense that it is intentional. Different colors can also help to find things more quickly in the factory (assuming the player has played enough Factorio, and tends to use a consistent tier of buildings).

Also, as to thing X (refinery, train...) not having a higher tier, I like to think ...
by Yodo
Fri Jan 09, 2026 11:07 am
Forum: General discussion
Topic: Unit tests deep dive please!
Replies: 3
Views: 834

Re: Unit tests deep dive please!

Makka77 wrote: Fri Feb 28, 2025 12:32 am Ever since the FFF with this video...

https://www.youtube.com/watch?v=CgMV2dFFdFE
Those aren't unit tests, they are integration tests.
by Yodo
Thu Jan 08, 2026 2:54 pm
Forum: Modding interface requests
Topic: LuaCircuitNetwork.signals_changed
Replies: 16
Views: 3842

Re: LuaCircuitNetwork.signals_changed

An event on_signals_changed is not the same as a readable value /attribute is_signals_changed, I thought this thread was about the latter.
by Yodo
Thu Jan 08, 2026 2:04 pm
Forum: Modding interface requests
Topic: LuaCircuitNetwork.signals_changed
Replies: 16
Views: 3842

Re: LuaCircuitNetwork.signals_changed

Hares wrote: Thu Jan 08, 2026 8:38 am However, the whole purpose for this request is to not perform on_tick events for each monitored network.
I'm pretty sure this request won't change that. You'll still have to check the value of is_circuit_network_changed every tick, it's not an event.
by Yodo
Tue Jan 06, 2026 11:20 am
Forum: Bug Reports
Topic: [2.0.55] Wildcards not syncing with cargo-types in train
Replies: 2
Views: 951

Re: [2.0.55] Wildcards not syncing with cargo-types in train

One problem I see is that you use the any-fuel wildcard, but want it to react to the train's cargo. I don't think this will work (this was also mentioned in the other thread.).

Also, can you confirm that the triple-wildcard interrupt works if you don't use dynamic train stop limits or priority ...
by Yodo
Mon Jan 05, 2026 6:32 pm
Forum: Modding interface requests
Topic: LuaCircuitNetwork.signals_changed
Replies: 16
Views: 3842

Re: LuaCircuitNetwork.signals_changed

Any chance for Factorio 2.1?
by Yodo
Wed Dec 31, 2025 9:23 pm
Forum: Technical Help
Topic: Server startup error: Duplicate mod elevated-rails.
Replies: 4
Views: 736

Re: Server startup error: Duplicate mod elevated-rails.

Thanks for the reply. I found a workaround by editing the info.json so that one of the mods isn't loaded (insert extra semicolon somewhere).
by Yodo
Wed Dec 31, 2025 8:58 pm
Forum: Technical Help
Topic: Server startup error: Duplicate mod elevated-rails.
Replies: 4
Views: 736

Re: Server startup error: Duplicate mod elevated-rails.

I get the same error without using Docker, is there a way to solve this? I would like to keep multiple versions of the mod in the mod folder, like you can do with normal mods.
by Yodo
Tue Dec 30, 2025 7:29 pm
Forum: Not a bug
Topic: [2.0.72] Curved rail collides with belt
Replies: 1
Views: 155

[2.0.72] Curved rail collides with belt

Minor issue, but the collision box for the new curved rail is offset to one side too much imo. Looking at the gravel, it seems like the underground belt should be fine there, and the edge on of the collision box below the rail is a lot closer to it than above.

afbeelding.png

The underground belt ...
by Yodo
Tue Dec 09, 2025 11:27 pm
Forum: Ideas and Suggestions
Topic: [Switch] split-screen multiplayer
Replies: 4
Views: 1102

Re: [Switch] split-screen multiplayer

Thanks for telling me. I've changed the thread title so its clearer. I didn't know that Switch-Switch local multiplayer existed since I don't play on the Switch much (I could have guessed, since I know the DS has it).
by Yodo
Sun Nov 30, 2025 2:01 pm
Forum: Ideas and Suggestions
Topic: [Switch] split-screen multiplayer
Replies: 4
Views: 1102

[Switch] split-screen multiplayer

TL;DR
Add local multiplayer/coop to the Switch.

What?
In addition to the normal "single player" and "multiplayer" options in the start menu, add a "local multiplayer" option. Selecting this option allows 2-4 players to play Factorio on the same Switch device when it is docked by using multiple ...
by Yodo
Sat Nov 22, 2025 8:11 pm
Forum: Minor issues
Topic: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
Replies: 5
Views: 1861

Re: [2.0.62] Build order affects belt throughput of direct-to-splitter mining


when it comes to setups involving side-loading, and splitters, and circular belts, there is no perfect "front" belt.


I don't quite see how side-loading and splitters preclude having a natural update order, but I agree that there's no way to fix looped belts. From what I understand, the lanes ...
by Yodo
Fri Nov 21, 2025 5:53 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 516
Views: 384770

Re: 3 and 4 way intersections


Since now the highest preforming intersections are now larger than 1.1 intersections and perform worse then the best 1.1 intersections.

The 2- and 4-lane bilevel 2.0 intersections have higher scores than the corresponding buffered pre-2.0 intersections, so what you said isn't quite true (for ...
by Yodo
Thu Nov 20, 2025 8:08 pm
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 868

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

Sad, but thanks for considering it.
I have found a workaround that seems to work: super-force-build the blueprint on top of the ghosts after placing it once.
by Yodo
Thu Nov 20, 2025 10:35 am
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 868

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

Thanks for explaining. Is it a simple solution/improvement to change the collection order for blueprint-making so that unpaired undergrounds come after all paired undergrounds in the blueprint? (Or before, if the ghosts are placed in the reverse order.)

Of course I don't know how hard this would be ...
by Yodo
Wed Nov 19, 2025 10:18 pm
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 868

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

Not precisely, I think the main problem is that of the two blueprint pairs posted, one of each pair always works, while the other never works, and that it is possible to transform the working versions into a non-working version by repeated pasting and copying.

Here I define working as:
a) the ...

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