Search found 19 matches
- 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 ...
- 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:
get quite annoying when they tend to happen quite often- Tue Jun 03, 2025 11:35 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
- 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
- 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 ...
Having support for at least being able to set this up via mods would be nice, especially with the possibility of mods adding ...
- 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 ...
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 ...
- 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:
With SA enabled:
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- 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 ...
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 ...
- 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
- 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 ...
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 ...
- 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
- 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 ...
The player remote view can't put "item ghosts" in fuel slots that are in equipment grid item sub-inventories ...
- 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
It just completely pushes the bottom of the editor UI offscreen and breaks it
- 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:
Modlist:
asdf
- 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 ...
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 ...
- Tue Nov 12, 2024 9:54 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
- 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.
Additionally, map view remains blank.
- 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
- 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 ...
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 ...