Search found 70 matches
- Fri Feb 05, 2021 10:00 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 207150
Re: Friday Facts #365 - Future plans
Considering the quality of the game, developers, and communication, I'll be paying for any DLC or Expansion, despite not having played for a while due to commitment to other games. Consider my money reserved for whatever is coming!
- Fri Jun 14, 2019 6:48 pm
- Forum: Won't implement
- Topic: LuaEntity::play_sound()
- Replies: 19
- Views: 8482
Re: LuaEntity::play_sound()
Heya,
I would like to propose some ideas for sounds. Calling play_sound({...}) would return a new object: LuaSound. This object would have several functions: play(), pause(), stop(), destroy(), and like every other LuaObject, has a valid check and it can be serialized.
This would allow us to ...
I would like to propose some ideas for sounds. Calling play_sound({...}) would return a new object: LuaSound. This object would have several functions: play(), pause(), stop(), destroy(), and like every other LuaObject, has a valid check and it can be serialized.
This would allow us to ...
- Sun Jun 09, 2019 6:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] tooltip flickers when hovering location icon in chat
- Replies: 0
- Views: 1142
[0.17.47] tooltip flickers when hovering location icon in chat
When the server is having issues (show-multiplayer-waiting-icon), the hover of location coordinates seems to spaz out in sync with the waiting icon. Note that the waiting icon was flickering really fast and this is caused by the Redmew crash-site map (see attachment for save). Should be reproducible ...
- Sun Jun 09, 2019 1:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Desync & crash on odd "set_controller" call: "Sending input action via player which is not local."
- Replies: 1
- Views: 2382
[0.17.47] Desync & crash on odd "set_controller" call: "Sending input action via player which is not local."
While messing with the cutscenes we found odd behavior that would cause the entire server to crash, desync one of the players, crash the other and eventually halt the server.
How to reproduce:
Start a vanilla server
Join as player 1
Have a second player join
Player one executes this command ...
How to reproduce:
Start a vanilla server
Join as player 1
Have a second player join
Player one executes this command ...
- Mon May 27, 2019 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Having an unpadded button in the left top will cause the hover to trigger when losing window focus
- Replies: 2
- Views: 2995
[kovarex] Having an unpadded button in the left top will cause the hover to trigger when losing window focus
If you have a button in the left top window (or any other element really), of which hits the top left corner (thus no padding), it will trigger the hover effect when your factorio game instance loses window focus.
The bug can be reproduced with the redmew scenario, any scenario from this list ...
The bug can be reproduced with the redmew scenario, any scenario from this list ...
- Sat Mar 09, 2019 7:03 pm
- Forum: Implemented in 2.0
- Topic: Redo functionality
- Replies: 51
- Views: 22289
Re: Cancel the Ctrll+Z
CTRL+SHIFT+Z though.
- Sat Mar 09, 2019 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Using Arrow Keys for Instant Item Direction; In Addition to Rotating with R and Shift-R
- Replies: 12
- Views: 4742
Re: Using Arrow Keys for Instant Item Direction; In Addition to Rotating with R and Shift-R
If I use WASD to move and my left mouse button to place an entity... I don't have enough arms/hands for this.
- Thu Mar 07, 2019 9:37 am
- Forum: Not a bug
- Topic: [0.17.4] Crash in multiplayer
- Replies: 19
- Views: 8069
Re: [0.17.4] Crash in multiplayer
Not sure if it's related, but this is what I found very often in one of the early desyncs (0.17.0). In several files I had those swapped bytes:

I have personally not encountered this in a recent version but I have to admit that I have not been playing much.

I have personally not encountered this in a recent version but I have to admit that I have not been playing much.
- Mon Mar 04, 2019 6:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] Crash on duplicate locale key when clicking "scenario"
- Replies: 1
- Views: 2339
[0.17.5] Crash on duplicate locale key when clicking "scenario"
Steps to reproduce:
1. Download & unpack Test.rar in your scenario directory
2. Start Factorio and click on New Game -> Scenario
This gives an error and then exits Factorio. This happens because of a duplicate key in a locale file:
[duplicate_key]
[duplicate_key]
You will see crash with the ...
1. Download & unpack Test.rar in your scenario directory
2. Start Factorio and click on New Game -> Scenario
This gives an error and then exits Factorio. This happens because of a duplicate key in a locale file:
[duplicate_key]
[duplicate_key]
You will see crash with the ...
- Mon Mar 04, 2019 12:26 pm
- Forum: Implemented mod requests
- Topic: Ability to use the spacer in custom lua interfaces
- Replies: 6
- Views: 2812
Re: Ability to use the spacer in custom lua interfaces
The factorio screens show a "draggable" (so to speak) bar on the bottom, same as in the title:




- Sun Mar 03, 2019 6:52 pm
- Forum: Implemented mod requests
- Topic: Ability to use the spacer in custom lua interfaces
- Replies: 6
- Views: 2812
Ability to use the spacer in custom lua interfaces
I'm trying to recreate the general style of factorio windows in a custom popup. I can style the buttons just fine, but the spacer area in the middle doesn't seem to work. Bilka was helping me on Discord and suggested "should be draggable_space, it's just a flow that's set to stretch" . Trying to set ...
- Sat Mar 02, 2019 6:15 pm
- Forum: Not a bug
- Topic: [0.17.4] MP Lobby "refreshing" loader moves back button
- Replies: 2
- Views: 1322
Re: [0.17.4] MP Lobby "refreshing" loader moves back button
Alright, gotcha!
- Fri Mar 01, 2019 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Vertically inverted tile transitions
- Replies: 1
- Views: 1055
Vertically inverted tile transitions
As of 0.17 we have tile transitions for out-of-map, which looks pretty good! However, several communities have underground maps, and it would be really, really nice to have the transition take place north instead of south. Imagine the above image but rotated 180 degrees, which gives it even more of ...
- Fri Mar 01, 2019 7:36 pm
- Forum: Not a bug
- Topic: [0.17.4] MP Lobby "refreshing" loader moves back button
- Replies: 2
- Views: 1322
[0.17.4] MP Lobby "refreshing" loader moves back button
When you hit refresh and it starts loading the maps, the indicator moves the button to the right, which isn't really an issue, but it does look weird. I would expect the loader to be in the center, or at least on the right side of the Back button.


- Fri Mar 01, 2019 7:06 pm
- Forum: Pending
- Topic: [0.17.3] Minor tile display bug with dirt next to out-of-map
- Replies: 1
- Views: 1163
[0.17.3] Minor tile display bug with dirt next to out-of-map
It's barely visible, but it seems that generating tiles like this can bug out the new (and very good looking) transition between out-of-map and a normal tile. This happened in 0.17.3 in Diggy. It doesn't always happen, so it seems to be related to insert order of non-out-of-map tiles.
https://i ...
https://i ...
- Sat Dec 22, 2018 4:03 pm
- Forum: Modding interface requests
- Topic: Improved market customisation via set_market_item
- Replies: 2
- Views: 1463
Improved market customisation via set_market_item
When you use custom event-like stuff for markets, you get a big red plus sign in the market, would be really nice to be able to add a (custom) sprite here.
When adding an item to the market, you can't set a custom label with the non-"give-item" type. Listening to the market event means you have to ...
When adding an item to the market, you can't set a custom label with the non-"give-item" type. Listening to the market event means you have to ...
- Sat Nov 17, 2018 5:09 pm
- Forum: Technical Help
- Topic: Razer Chroma stays off after standby wakeup
- Replies: 1
- Views: 1431
Razer Chroma stays off after standby wakeup
Whenever my PC goes into standby because I'm afk for too long, the razer chroma keyboard lighting will go off. When getting out of standby, it will not turn back on. I can fix this by either restarting factorio or turning the option off and back on again. It happens 100% of the time so it shouldn't ...
- Sat Nov 17, 2018 3:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.16.51] Crash on error: "An input action fragment is missing"
- Replies: 4
- Views: 2788
Re: Game crashed trying to catch up after save got stuck
I've managed to get the server logs, hopefully they also explain something about the hanging issue
- Sat Nov 17, 2018 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.16.51] Crash on error: "An input action fragment is missing"
- Replies: 4
- Views: 2788
[Oxyd] [0.16.51] Crash on error: "An input action fragment is missing"
RedMew is having some issues with the servers they host, where the save hangs in the end. This is fairly annoying as it requires a server reboot. It's not the bug report I'm making, but I think it's related.
The actual bug is that my game crashed with an error message. After some waiting for the ...
The actual bug is that my game crashed with an error message. After some waiting for the ...
- Sun Oct 14, 2018 10:31 am
- Forum: Implemented mod requests
- Topic: Add the ability to influence item loot in lua
- Replies: 13
- Views: 5816
Re: Add the ability to influence item loot in lua
Not it does not rely on invalid events, it relies on an event not being invalidated until it's finished.
Can't say i understand what you mean by that. You might try posting in modding help.
Events have event listeners. This is a sequential set of actions. If there are 15 listeners and at ...