Search found 298 matches

by <NO_NAME>
Sun Mar 23, 2025 12:17 pm
Forum: Modding help
Topic: Get a list of all possible SignalIDs
Replies: 2
Views: 393

Re: Get a list of all possible SignalIDs

I'm also looking for something like that but so far I'm not aware of a better procedure that yours.

I tried to look at the prototype of "curved-rail-a" to see what may be the criteria that the game uses to decide whether it should be a signal.
There are two things that comes to mind:
- "icon ...
by <NO_NAME>
Sat Mar 08, 2025 9:31 am
Forum: 1 / 0 magic
Topic: [2.0.32] Crash changing circuit "SignalIDBase.cpp:320: Unknown enum value"
Replies: 2
Views: 426

Re: [2.0.32] Crash when Ctrl+Z reorganization of automatic train station

Well... apparently it's not Ctrl-Z. I've try to reorganize my station again and the game crashed even that I didn't press Ctrl+Z a single time. This time it crashed when I was removing a red wire but I'm not sure this was the cause.

Edit: I tried to load the save and do it again a few times but ...
by <NO_NAME>
Sat Mar 08, 2025 9:22 am
Forum: 1 / 0 magic
Topic: [2.0.32] Crash changing circuit "SignalIDBase.cpp:320: Unknown enum value"
Replies: 2
Views: 426

[2.0.32] Crash changing circuit "SignalIDBase.cpp:320: Unknown enum value"

I'm not sure what exactly caused the crash. I cannot reproduce it.
I moved a lot of elements of automatic train station around by Ctrl+X them. Then I decided to Ctrl+Z all that and after about 10 Ctrl+Zs the game crashed. The things I moved was combinators, power poles, train signals, walls and wall ...
by <NO_NAME>
Fri Oct 25, 2024 7:07 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.11][Linux] Clicking "yes" in the game crash dialog window freezes the game
Replies: 1
Views: 1253

[raiguard][2.0.11][Linux] Clicking "yes" in the game crash dialog window freezes the game

When the game crashes ( example ) it shows a dialog window that asks whether to open the folder containing logs.
Screenshot from 2024-10-25 21-02-11.png

Clicking "No" works as expected and closes the game.
Clicking "Yes" correctly opens the directory but after that the game window is not ...
by <NO_NAME>
Fri Oct 25, 2024 6:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91][2.0.11] Crash loading mod: "recipeItemProductCount > 0 was not true"
Replies: 1
Views: 1103

[Rseding91][2.0.11] Crash loading mod: "recipeItemProductCount > 0 was not true"

I'm porting my mod to 2.0.
It's a simple mod that adds a recipe to create a free placeholder item and also a recipe to destroy it. That second recipe is the problem because it produces nothing. (This worked fine in 1.1, btw.) I've verified that as soon as the amount is non-0, the crash doesn't keep ...
by <NO_NAME>
Fri Jun 14, 2024 7:40 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 27239

Re: Friday Facts #415 - Fix, Improve, Optimize

Honestly, the fact that you guys managed to make multi-threaded program of this scale deterministic is super impressive.
The fact it additionally can run it sync on multiple machines is beyond my imagination.
by <NO_NAME>
Fri May 31, 2024 6:18 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 122
Views: 41712

Re: Friday Facts #413 - Gleba

If it's as swampy as you described, I guess there will be penalty to movement speed or maybe it will even interfere with some of vehicles?
Nice looking planet and I would make it my new home if I wasn't stuck half way in the mud. There were never as important to destroy all the nature and concrete ...
by <NO_NAME>
Fri Feb 23, 2024 4:28 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 103841

Re: Friday Facts #399 - Trash to Treasure

The hype train is going so fast now, it itself is slowly reaching the escape velocity.
by <NO_NAME>
Fri Nov 10, 2023 5:06 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 111936

Re: Friday Facts #384 - Combinators 2.0



[...] The second thing I'd like most is the ability to select certain properties from red or green only.. stuff like everything * everything would be a lot more useful if you could say "red everything * green everything".


YES. Vector operations, would perform out := green <OP> red for each ...
by <NO_NAME>
Fri Oct 27, 2023 9:17 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 73207

Re: Friday Facts #382 - Logistic groups


i can fit rocket silo in my pocket, i can fit rocket silo in vagon, but rocket is too weak to carry rocket silo :mrgreen:

but i get it, neither me or train is doing liftoff (inb4 galaxy express), and fuel consumption would be high to get that into orbit.


This has a surprisingly simple ...
by <NO_NAME>
Tue Oct 24, 2023 6:12 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 82781

Re: Friday Facts #381 - Space Platforms



A lot of folks is asking how the items stick to the space-belts. Isn't it obvious? Glue, duh!
We will have to catch some new animal, turn its hoofs into glue and use it to builds belts on the platforms.


Yeah, there should have been a new type of belt for space. All new assemblers too.


I ...
by <NO_NAME>
Mon Oct 23, 2023 8:53 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 82781

Re: Friday Facts #381 - Space Platforms

A lot of folks is asking how the items stick to the space-belts. Isn't it obvious? Glue, duh!
We will have to catch some new animal, turn its hoofs into glue and use it to builds belts on the platforms.
by <NO_NAME>
Fri Oct 20, 2023 10:26 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 82781

Re: Friday Facts #381 - Space Platforms

What's the story behinds the platforms not being allowed to have holes?
by <NO_NAME>
Fri Oct 13, 2023 4:11 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 60672

Re: Friday Facts #380 - Remote view

The new shader doesn't seem to work on wires.
by <NO_NAME>
Thu Sep 15, 2022 11:13 pm
Forum: News
Topic: Factorio is coming to Nintendo Switch™
Replies: 86
Views: 70022

Re: Factorio is coming to Nintendo Switch™


Already answered, see https://forums.factorio.com/viewtopic.php?p=573867#p573867


There is an argument to make that there is a lot of mods that console could handle but when you think about it, then yeah, the dev's line of argumentation makes a total sense.
PC players can tinker with mods, load ...
by <NO_NAME>
Tue Sep 13, 2022 6:04 pm
Forum: News
Topic: Factorio is coming to Nintendo Switch™
Replies: 86
Views: 70022

Re: Factorio is coming to Nintendo Switch™



Why no mod support? I’m guessing it’s either:
1) Lack of CPU power and/or RAM
2) Trouble porting the Lua library, since it uses JIT, and the Switch won’t let unsigned code be marked as executable. Also, not using JIT would make 1 even worse, as well as fragmenting the codebase
3) Issues with ...
by <NO_NAME>
Tue Mar 09, 2021 3:58 pm
Forum: Modding help
Topic: Localizing allowed_values without duplicating entries in the *.cfg file
Replies: 5
Views: 2603

Re: Localizing allowed_values without duplicating entries in the *.cfg file

Could some mod move this topic to Modding interface requests board, please?
by <NO_NAME>
Tue Mar 09, 2021 3:45 pm
Forum: Modding help
Topic: Localizing allowed_values without duplicating entries in the *.cfg file
Replies: 5
Views: 2603

Re: Localizing allowed_values without duplicating entries in the *.cfg file


If you could define a LocalisedName in lua during the settings stage for allowed_values, you could resolve this easily, but it is not exposed to the API to be able to do this. Interface request time?


If there is really no way to do it right now then interface request time, sure as heck. (Both ...
by <NO_NAME>
Tue Mar 09, 2021 3:38 pm
Forum: Mod portal Discussion
Topic: Strange Downloads
Replies: 9
Views: 4298

Re: Strange Downloads

I've uploaded a new mod (https://mods.factorio.com/mod/Rohlinheatagtmuf_Hdhaotaotfnllsape-atnsasri/downloads) 3 days ago and it already has 700 downloads which is way more than my older mods had around this age.

I've added a new version 8 hours ago. At that moment the old version had around 150 ...
by <NO_NAME>
Tue Mar 09, 2021 7:59 am
Forum: Modding help
Topic: Localizing allowed_values without duplicating entries in the *.cfg file
Replies: 5
Views: 2603

Re: Localizing allowed_values without duplicating entries in the *.cfg file

OK, a real example from my latest mod.
Rohlinheatagtmuf Hdhaotaotfnllsape'atnsasri.cfg

There is 165 entries in this file but it could be only 53 (> 3x less!) if duplicates were removed.

I'm using a template of the locale file and then create duplicate files by a script but this is a problematic ...

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