Search found 10 matches
- 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 ...
- 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 ...
This ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
Goals:
All signals in the input treated equally (ideally subject to some ...
- 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 ...
But ...
- 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 ...
data.raw.quality.normal.draw_sprite_by_default = true
data.raw.quality.customquality.draw_sprite_by ...
- 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 ...
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 ...
- 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.)
(I tried using this, new, forum login, but that didn't work, either.)