Search found 10 matches

by elliottcable
Wed Apr 29, 2026 4:20 pm
Forum: Technical Help
Topic: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"
Replies: 5
Views: 700

Re: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"

I'm *pretty* sure this case wasn't specific to my (known) unstable CPU; it's caused me issues before, but at this point in its lifecycle I'm pretty familar with the failure-modes. This isn't under heavy load or after an extended session, and doesn't exhibit the randomness or graphical components ...
by elliottcable
Tue Apr 21, 2026 4:34 am
Forum: Technical Help
Topic: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"
Replies: 5
Views: 700

Re: [2.0.76] ActiveRequestsByItem::setup when loading several of my modded saves; disappears if *any* mod is removed

Okay, further investigation, it's definitely fixed by anything that forces a migration - hence the confusing 'change any mod at all' behaviour. Ctrl-load does, indeed, also fix it, with precisely the same mod list - as does, frustratingly, changing even a single line of one of my cloned mods.

This ...
by elliottcable
Tue Apr 21, 2026 4:30 am
Forum: Technical Help
Topic: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"
Replies: 5
Views: 700

[2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"

So, I seem to have a few .... corrupted saves? But not in the way I expected when I started bisecting. They don't seem to be broken by any of the heavier mods I have installed - rather, they cause my game to crash upon load, but only if precisely the same modlist is used. Literally any change I make ...
by elliottcable
Thu Mar 26, 2026 7:54 pm
Forum: Duplicates
Topic: [2.0.76] Copy/pasting "interstitial" power-poles in a small circuit network duplicates circuit wiring
Replies: 1
Views: 269

[2.0.76] Copy/pasting "interstitial" power-poles in a small circuit network duplicates circuit wiring

I can't quite tell if this is a bug or intended behaviour; someone on Discord suggested I post:

When cutting a circuit-pole that is between two circuit-elements that are connected via that pole, a replacement connection is created directly between those two items to maintain the circuit topology ...
by elliottcable
Thu Mar 26, 2026 6:15 pm
Forum: Combinator Creations
Topic: Moving average
Replies: 4
Views: 17095

Re: Moving average

I updated @vanatteveldt's implementation for Space Age / Factorio 2.0 very slightly; it now uses 'each' instead of a fixed signal for the value-carrying network, so it will average *all* seen values over the same time-period (i.e. you can connect it to a whole set of belts, inputs and outputs or ...
by elliottcable
Tue Mar 24, 2026 6:31 pm
Forum: Gameplay Help
Topic: Time-domain debounce multiple inputs?
Replies: 8
Views: 2102

Time-domain debounce multiple inputs?

I spent a little time trying to come up with this myself, but everything I ended up with was just horribly complicated. I'm somehow convinced this should be easy with 2.0 combinators, but I can't quite piece it together.

Goals:


All signals in the input treated equally (ideally subject to some ...
by elliottcable
Sat Mar 21, 2026 8:31 am
Forum: Bug Reports
Topic: [2.0.76] Several inconsistent behaviours for QualityPrototype.draw_sprite_by_default
Replies: 2
Views: 617

Re: [2.0.76] Several inconsistent behaviours for QualityPrototype.draw_sprite_by_default

For whatever it's worth - I'm doing something weird, and the behaviour of "turning on the sprite-drawing of the normal icon" being silly isn't too surprising. It probably precludes the whole mod I was trying to build, but also, the mod I'm trying to build is a horrible hack in the first place.

But ...
by elliottcable
Sat Mar 21, 2026 7:58 am
Forum: Bug Reports
Topic: [2.0.76] Several inconsistent behaviours for QualityPrototype.draw_sprite_by_default
Replies: 2
Views: 617

[2.0.76] Several inconsistent behaviours for QualityPrototype.draw_sprite_by_default

When enabling rendering of the default/null/"normal" qualityprototype's icon / disabling rendering of other, non-"normal" QualityPrototype instances, I've collated quite a few odd behaviours:


data.raw.quality.normal.draw_sprite_by_default = true
data.raw.quality.customquality.draw_sprite_by ...
by elliottcable
Mon Nov 11, 2024 1:56 am
Forum: Technical Help
Topic: [2.0.15][mac-arm] Graphics and text very fuzzy on macOS 14 Macbook Pro
Replies: 1
Views: 1768

[2.0.15][mac-arm] Graphics and text very fuzzy on macOS 14 Macbook Pro

On first launch on a M1 Macbook Pro, the text is very fuzzy.

Fiddling with the interface scaling setting doesn't seem to help. Nor do any other settings I could find.

Screenshot 2024-11-10 at 7.42.42 PM.png

Are there any workarounds? I'd like to be able to play on this machine occasionally. No ...
by elliottcable
Sat Jul 16, 2016 3:06 am
Forum: Mod portal Discussion
Topic: Using mods.factorio.com
Replies: 1
Views: 1617

Using mods.factorio.com

So, uh, it says ‘login with factorio’ on the new mods dot factorio dot com; but I don't have any sort of “factorio account”, and I can't figure out where to make one?

(I tried using this, new, forum login, but that didn't work, either.)

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