Search found 26 matches

by katastic
Thu Dec 04, 2025 8:05 pm
Forum: Technical Help
Topic: [2.0.72] Multiplayer connection issues.
Replies: 4
Views: 419

Re: [2.0.72] Multiplayer connection issues.

That's interesting that you have a router issue that's capable of killing packets. Were you hitting a max payload size like MTU? Was it trying to use jumbo frames but failing somewhere along the way?

I once had a similar issue with Streets of Rogue using too many mods at a time hitting some sort of ...
by katastic
Thu Dec 04, 2025 7:42 pm
Forum: Questions, reviews and ratings
Topic: Is there a mod like this? Wave-based enemies tied to research.
Replies: 0
Views: 108

Is there a mod like this? Wave-based enemies tied to research.

Is there a mod already that makes enemies attack in large waves only when you unlock a new technology, scaling harder as you unlock more?

One of my core issues with Factorio is the enemies and combat feels like an after-thought compared to the rest of the great gameplay, so much so they literally ...
by katastic
Fri Nov 28, 2025 9:17 pm
Forum: Ideas and Suggestions
Topic: Remember the password of the last server you connected to
Replies: 2
Views: 635

Re: Remember the password of the last server you connected to

As someone playing with working on mods, and then joining my friends server, this is my EXACT problem. Even if it only remembered "last net server password" but didn't forget it if you loaded a local game, would be better.
by katastic
Thu Nov 20, 2025 6:46 pm
Forum: Bug Reports
Topic: [2.0.72] Player duplicated on reload save
Replies: 1
Views: 229

[2.0.72] Player duplicated on reload save

My friend reloaded his dedicated server save, and it duplicated his player. Respawned him as a new, empty player with identical name but my pin view still followed the old version and then I could pin both. No mods were used, vanilla Factorio Space Age.

/Kick ing the old one and rejoining didn't ...
by katastic
Wed Nov 19, 2025 6:33 pm
Forum: Ideas and Suggestions
Topic: Automatically equip best armor
Replies: 23
Views: 6193

When picking up corpse, pickup ARMOR FIRST

TL;DR

- On pickup corpse, pickup and equip armor first.

Why?

- So when you pickup a full inventory you don't get immediately rejected with "you are full", have to manually open your corpse, drag the armor in, and then finally get your extra inventory slots. Especially in a combat scenario this ...
by katastic
Wed Nov 19, 2025 5:59 pm
Forum: Ideas and Suggestions
Topic: Picture in Picture mode.
Replies: 1
Views: 183

Picture in Picture mode.

TL;DR

- OpenTTD style picture-in-picture

picture-in-picture.png

What?

- Add OpenTTD style persistent picture-in-picture pop-out windows for graphs and views.

Why?

In OpenTDD and many similar games (e.g. Rollercoaster Tycoon), which Factorio UI feels definitely inspired by, you can ...
by katastic
Wed Nov 19, 2025 5:29 pm
Forum: Ideas and Suggestions
Topic: Please remove the Spidertron screen wobble
Replies: 54
Views: 12701

Re: Please remove the Spidertron screen wobble

Come to think of it, I have a simple in-game solution for this that could make everyone happy. (barring API/server-side/multi-sync issues as I don't know your entire API.)

- Belt equipment modules remove inertia for spidertrons.

They're already used to prevent you from moving... on belts. They ...
by katastic
Fri Nov 14, 2025 4:12 pm
Forum: Ideas and Suggestions
Topic: Space platform inventory autosort
Replies: 9
Views: 961

QOL - Hold CTRL to freeze space hub inventory

TL;DR
- Control pauses inventory sorting.

What?
- Control pauses inventory sorting.

Why?
- How many times have you tried to dump something to a planet from your ship and your spaceship inventory is constantly changing position because of new items entering and leaving, and you pick the wrong ...
by katastic
Tue Nov 11, 2025 7:36 pm
Forum: Ideas and Suggestions
Topic: Please remove the Spidertron screen wobble
Replies: 54
Views: 12701

Spidertrons ruin hand building

TL;DR:
- Spidertrons have inertia and their walking (say horizontal) can "pull" up and down, misaligning a simple "walk west and place rows of buildings" which is a core aspect of many people's building workflow.
What?
- Allow disabling spidertron inertia.
Long Read:

The TL;DR plus some ...
by katastic
Thu Jan 09, 2025 9:16 pm
Forum: Assigned
Topic: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
Replies: 2
Views: 754

Re: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets

Ahh! I just saw this reply! I'll have to verify my code then!

I made a new ammo type called "rocks" and had larger "rocks" have a longer range and it didn't do anything. It could be a bug for non-standard ammo types. But could also just be an error in my code. I'll to verify and report back!
by katastic
Sat Jan 04, 2025 9:06 pm
Forum: Assigned
Topic: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
Replies: 2
Views: 754

[Klonan] [2.0.28] Ammo modifiers don't apply to turrets

Perhaps I did something wrong, but I month or so ago I encountered this while modding and forgot to make a report about it. I was experimenting with ammo modifiers that give range, or fire rate/cooldown, etc.

I put those ammos in turrets and it seems like they don't have any affect at all. I asked ...
by katastic
Sat Jan 04, 2025 2:55 pm
Forum: Technical Help
Topic: Zipping the core files
Replies: 8
Views: 1276

Re: Zipping the core files

OOOOOH, thanks! (if someone stumbles on this post from google, hold control and alt while clicking settings to get the extra/hidden settings)

For a pittance of 3.2 GB of cache dumped into a file (not using the compressed atlas option, only stock 'mods')

9.21 seconds! More than double the speed.
by katastic
Sat Jan 04, 2025 12:27 am
Forum: Technical Help
Topic: Zipping the core files
Replies: 8
Views: 1276

Re: Zipping the core files

Well, that was fun! Confirming what you said it would be:

~22.48 seconds zipped (5 - normal zip compression)
~22.48 seconds zipped (0 - STORE)
~22.10 seconds normal open directory

And of course none of those differences really matter compared to sampling error.

Also for the fun of it, I max zip ...
by katastic
Fri Jan 03, 2025 11:56 pm
Forum: Technical Help
Topic: Zipping the core files
Replies: 8
Views: 1276

Re: Zipping the core files

Ah! Sorry for the misconception on my part!

And it looks like PNG decompression is multi-threaded. Perhaps that's just the nature of the beast barring some sort of faster PNG decompression library.

Hmmm.... perhaps I'm mining a dry well here.

[edit]

> You can try it yourself I believe. If you ...
by katastic
Fri Jan 03, 2025 8:59 pm
Forum: Technical Help
Topic: Zipping the core files
Replies: 8
Views: 1276

Re: Zipping the core files

To be clear, I'm not talking about compressed archives. You can run zips with no compression where they function as simple archives.

Fun side note: There was a time when even compression was used because disks were so much slower, compressing it, sending it, and later uncompressing in CPU was ...
by katastic
Fri Jan 03, 2025 5:36 pm
Forum: Technical Help
Topic: Zipping the core files
Replies: 8
Views: 1276

Zipping the core files

As a fellow dev, I have a question, and I don't mean this is any kind of judgy way. Is there a reason the core files, game/space-age files aren't zipped with Factorio, the way mods are? In terms of loading time, loading 16,000 files with the operating system checking permissions on every one, is ...
by katastic
Fri Dec 27, 2024 2:59 pm
Forum: Ideas and Suggestions
Topic: signal sharing between planet and orbit
Replies: 14
Views: 7496

Re: signal sharing between planet and orbit

+1. Just talking with some people about this exact topic.

If there was a mod that did this, I'd immediately install it.
by katastic
Mon Dec 09, 2024 11:19 pm
Forum: Ideas and Requests For Mods
Topic: [Question] Music copyrights in mods
Replies: 5
Views: 1359

Re: [Question] Music copyrights in mods

> For starter it violates the term of services of the mod portal which says

Hmmm. But there are Starcraft mods out there too.

BUT, if I was gonna upload a copyrighted music album, it definitely wouldn't be a public mod database. It'd be private friends only thing. Fair use covers small clips ...
by katastic
Mon Dec 09, 2024 11:16 pm
Forum: Balancing
Topic: Railguns were a disappointment
Replies: 12
Views: 4475

Re: Railguns were a disappointment

I think i'm going to experiment with modding demolishers to either he surrounded by pods of smaller demolishers, or split into smaller ones when you shoot them. Maybe even, shooting one in the mid segment splits it into two like a crazed centipede. So if you're going to kill them, you should have ...
by katastic
Mon Dec 09, 2024 11:10 pm
Forum: Modding help
Topic: Do turrets respect ammo_type->cooldown_modifier and range_modifier?
Replies: 0
Views: 282

Do turrets respect ammo_type->cooldown_modifier and range_modifier?

I've seen these fields used for nuke rockets but it appears, they have no effect when fired from turrets.

Is this a bug, my mistake, or by-design?

docs: https://lua-api.factorio.com/latest/types/AmmoType.html#range_modifier

I was trying to have an ammo type that would have extended range for the ...

Go to advanced search