In one image, the layout is working as expected. In the other image, the layout is incorrect, as you can see the line going through the sprite button. On top of the layout being incorrect, the "Claim Hex" button is not clickable and its color ...
Make a blueprint. Set its icon to an entity with any quality. Make an upgrade planner to upgrade that entity's quality to another quality. Upgrade the blueprint with the upgrade planner. The quality of the entity in the icon does not get upgraded, but any entities in the blueprint do correctly get ...
Three bots over fiery terrain are trying to repair something (with nothing there) unnecessarily. It can be stopped by disabling the personal roboports with Alt+F, but this is certainly a bug. I attached the save file in case it helps in debugging.
This is very obviously supposed to be "2.6" instead of "2.599999...", since uncommon quality is generally a 30% bonus on top of normal quality, and I don't see anything else with such an error. Definitely not a game-breaking bug, but it'd be good to make sure that the GUI stays clean and ...
The blueprint preview is showing heat pipes that look like they are connected to another heat pipe (in a 2x2 arrangement) even though there isn't one there. This was caused by creating the blueprint with the heat pipes in that 2x2 arrangement and then right clicking on the lower right heat pipe in ...
TL;DR Allow admins of servers to force-undo for other players.
What ? In the current state of the game and I expect even in version 2.0, when a griefer on a server does significant damage, it's almost impossible to recover and the easiest way to do it is to rollback, potentially losing some ...
Oh! That was my server. That must be part of the scenario code, which I didn't write. Sorry. The new scenario that my server runs is written by me, so it won't have any weird "time played" exploit.
The leftmost lane of the iron plates is fully compressed; no gaps to be found anywhere. As it moves forward, a gap frequently opens up from the same tile.
I reloaded the save in single player twice and it was happening both times.
It would be nice if trains going to higher priority stations also had higher priority in pathfinding. Imagine if a bunch of lower priority trains at an intersection all stopped momentarily for a higher priority train to fly through without stopping. That would probably be difficult to implement, so ...
I don't know of a way to reproduce the crash. My friend suspects that it was caused by attempting to delete a blueprint book from his character's inventory right as the game auto saves. He says that the progress bar for the saving was halfway done when it crashed. The save file I provided was the ...
My friend was hosting a save (not a headless server) and tried to delete a blueprint book, the one created by Elder Axe for 2 lane RHD railways. The save is lightly modded, with small mods that don't massively change the game. Upon deleting the book, the game crashed. The log and save files are ...
Sorry for the bump, but in case anyone's wondering, it's possible to multiply balancers in size while retaining unlimited throughput. For example, a 4x2 merger (not the simple 3 splitter setup but the UTU version) can be scaled up to an 8x4 merger by replacing all splitters in the 4x2 design with ...
Okay, so I'm getting this error: control.lua:131: attempt to index global 'game' (a nil value) I referred to https://lua-api.factorio.com/latest/ and https://lua-api.factorio.com/latest/LuaGameScript.html , which led me to believe that referencing "game" in control.lua should work. Why doesn't it ...
In 0.0.6, I noticed that many recipes had incorrect ratios, but I quickly realized it was because this mod doesn't support mods which alter stack sizes. I removed ReStack (the mod I was using to change stack sizes), and that fixed the issues... until I found out that copper cables still had an ...