Search found 19 matches

by Samario
Fri Jun 20, 2025 12:40 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
Replies: 4
Views: 811

Re: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself


So the mods explicitly require the space-age mod or do they require the feature flags for space age features?


In this instance, all the planet mods explicitly require Space Age, but clicking on the checkmark for the mod itself with no mods enabled will not enable Space Age, despite enabling the ...
by Samario
Thu Jun 12, 2025 1:40 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
Replies: 4
Views: 811

[2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself

This is inconsistent with how it handles other mods, and probably shouldn't be special-cased, since things like a full wall of this:
06-12-2025, 02-40-00.png
06-12-2025, 02-40-00.png (23.6 KiB) Viewed 811 times
get quite annoying when they tend to happen quite often
by Samario
Tue Jun 03, 2025 11:34 pm
Forum: Duplicates
Topic: [2.0.55] Editor view panning with WASD gets slower when game speed is higher for some reason?
Replies: 2
Views: 346

[2.0.55] Editor view panning with WASD gets slower when game speed is higher for some reason?

I'm not sure about many things, but I'm confident in calling this a bug because I can't think of any reason why the scroll speed should go DOWN when the game speed is turned up
by Samario
Sun Jun 01, 2025 3:14 am
Forum: Modding interface requests
Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
Replies: 0
Views: 360

graphics_set_flipped & forced_symmetry for MiningDrillPrototypes

It's a little strange that there isn't any way at all to make a mining drill flippable, especially when there's already an asymmetrical drill (burner drills) in the base game
Having support for at least being able to set this up via mods would be nice, especially with the possibility of mods adding ...
by Samario
Wed May 14, 2025 1:51 am
Forum: Won't fix.
Topic: [2.0.49 Mods] Robots with surface conditions ignore those conditions when placed into roboports
Replies: 2
Views: 526

[2.0.49 Mods] Robots with surface conditions ignore those conditions when placed into roboports

e.g. the Bots Bots Bots (and its many forks)' bots have lower-tier robots with surface conditions that forbid them from working on other planets, on paper
05-14-2025, 02-50-43.png

In practice, however, if you place those robots into a roboport, they can still leave the roboport and perform their ...
by Samario
Tue Apr 01, 2025 6:43 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43 mods] Recipe productivity researches missing key if used with Space Age disabled
Replies: 1
Views: 1298

[2.0.43 mods] Recipe productivity researches missing key if used with Space Age disabled

Without SA enabled:
04-01-2025, 19-43-00.png
04-01-2025, 19-43-00.png (32.2 KiB) Viewed 1298 times
With SA enabled:
04-01-2025, 19-42-28.png
04-01-2025, 19-42-28.png (33.87 KiB) Viewed 1298 times
Fig. A: Shapeztorio uses recipe productivity for one of its researches, but without SA installed it throws an unknown key message - the key should probably be present in base instead of SA
by Samario
Tue Feb 04, 2025 12:51 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.32] "Send to orbit automatically" tooltip breaks with any mod that adds send_to_orbit_mode automatic item
Replies: 1
Views: 902

[Klonan] [2.0.32] "Send to orbit automatically" tooltip breaks with any mod that adds send_to_orbit_mode automatic item

02-04-2025, 00-49-54.png
The tooltip seems to assume that the satellite does still exist, even when SA removes it
While yes it is technically possible for the mod that's adding its own automatic send_to_orbit_mode item to change this tooltip, I think it would make more sense for the tooltip to ...
by Samario
Thu Jan 30, 2025 2:18 am
Forum: Modding interface requests
Topic: [API Request] crafting_menu_width and logistics_menu_width utility constants
Replies: 0
Views: 165

[API Request] crafting_menu_width and logistics_menu_width utility constants

It's kinda weird that you can make your inventory wider but not your crafting or logistics menu
by Samario
Mon Jan 20, 2025 2:37 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.31 Mods] The game turns every single mod in your modlist on if it encounters a hard error
Replies: 2
Views: 1108

[Rseding91] [2.0.31 Mods] The game turns every single mod in your modlist on if it encounters a hard error

"Hard error" refers to anything that pops up a separate window, i.e. the "your zip file has the wrong name!" message
I cannot fathom why it would possibly be intentionally doing this, since every time I get a "circular dependencies detected" message pop up after this just because it turned ...
by Samario
Mon Jan 20, 2025 2:36 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.31] Turbo splitters take 10KW less power to heat than all other splitters
Replies: 1
Views: 1371

[2.0.31] Turbo splitters take 10KW less power to heat than all other splitters

There's no reason for this inconsistency when turbo belts are the same as other belts and turbo undergrounds take MORE than other undergrounds, so it comes off as a typo that they use 30kw while the rest use 40kw
by Samario
Mon Jan 06, 2025 9:42 pm
Forum: Won't fix.
Topic: [2.0.28 MOD] Logistics bots cannot deliver items into fuel slots of equipment grid items
Replies: 1
Views: 431

[2.0.28 MOD] Logistics bots cannot deliver items into fuel slots of equipment grid items

I'm actually kind of unsure whether this is a bug or just something that wasn't implemented because it isn't used in vanilla but I'm fairly sure it's a bug, or at the very least an oversight
The player remote view can't put "item ghosts" in fuel slots that are in equipment grid item sub-inventories ...
by Samario
Mon Dec 16, 2024 1:01 am
Forum: Pending
Topic: [2.0.25] Map editor entity placer becomes unusable with high amounts of entity tabs without reducing UI scale
Replies: 1
Views: 238

[2.0.25] Map editor entity placer becomes unusable with high amounts of entity tabs without reducing UI scale

12-16-2024, 01-00-19.png
12-16-2024, 01-00-19.png (388.25 KiB) Viewed 238 times
It just completely pushes the bottom of the editor UI offscreen and breaks it
by Samario
Sun Dec 08, 2024 9:00 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.24] Crash: "Error ScriptRendering.cpp:69: this->objectsToDestroy.count(object.getID()) was not true"
Replies: 1
Views: 776

[boskid][2.0.24] Crash: "Error ScriptRendering.cpp:69: this->objectsToDestroy.count(object.getID()) was not true"

I frankly have no idea what is causing this so it's going in the bug reports category instead
Modlist:
asdf
by Samario
Wed Nov 27, 2024 12:05 am
Forum: Resolved Problems and Bugs
Topic: [klonan] [2.0.22] Extreme amounts of planets can make creating new save files impossible without keyboard shortcuts
Replies: 2
Views: 2094

[klonan] [2.0.22] Extreme amounts of planets can make creating new save files impossible without keyboard shortcuts

too many planets.png
There's an entirely good chance this is a WONTFIX thing because I am deliberately slamming more planets than God into the game, but the UI completely breaks and removes the new game button if there's more than a certain amount of planets per resource
Maybe it could just have a ...
by Samario
Mon Nov 11, 2024 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.16] Cargo pods landing on a planet before a player incorrectly generates terrain
Replies: 3
Views: 1779

[Genhis][2.0.16] Cargo pods landing on a planet before a player incorrectly generates terrain

It seems to only half-generate the terrain, as the attached screenshot can point out - the outer islands aren't generated properly.
Additionally, map view remains blank.
11-11-2024, 20-33-20.png
11-11-2024, 20-33-20.png (1.11 MiB) Viewed 1779 times
by Samario
Fri Nov 08, 2024 5:19 pm
Forum: Minor issues
Topic: [2.0.15] Short & Truncated Chimney cannot be selected in deconstruction planner filter
Replies: 1
Views: 636

[2.0.15] Short & Truncated Chimney cannot be selected in deconstruction planner filter

They show up in the Factoriopedia so I'm not entirely sure why I can't pick them in the decon planner
by Samario
Fri Aug 26, 2016 4:05 pm
Forum: Resolved Problems and Bugs
Topic: [14.0] Game state exception & game crash within catching up
Replies: 3
Views: 2010

[14.0] Game state exception & game crash within catching up

[Windows 10 Home 64-bit, AMD Athlon X4 860K CPU, 8GB RAM, AMD Radeon R7 370 graphics card]

While attempting to use multiplayer within 0.14, I have encountered at least one crash and one game-state exception:
Crash log from (apparently) desync within catching up: http://hastebin.com/uxipamegox.log ...

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