Search found 33 matches

by sadris
Sat Jan 31, 2026 5:13 am
Forum: Resolved for the next release
Topic: [2.0.73] Crash loading save (Entity::getMaxWireDistance)
Replies: 1
Views: 295

[2.0.73] Crash loading save (Entity::getMaxWireDistance)

I have an older save that has a bunch of planet mods. I am currently playing a Krastorio2 Spaced Out game. I wanted to load my older save to copy a BP off. It warned me that several mods were missing; I did not care.

Fatal crash on loading the older save.

Logfile and older save is here: https ...
by sadris
Wed Jan 21, 2026 12:31 pm
Forum: Ideas and Suggestions
Topic: Spidertron equipment grid copying
Replies: 2
Views: 5833

Re: Spidertron equipment grid copying

Any movement on this?
by sadris
Wed Jan 21, 2026 2:30 am
Forum: Pending
Topic: Train stop name max length changed in 2.0
Replies: 4
Views: 711

Re: Train stop name max length changed in 2.0

I use Train Schedule Signals mod to setup my train routes. I sometimes have complicated stops that are both requesters and providers. The limited length of train stop names is causing my complicated route setup to not function. There is a suggestion about this issue here -- but this might be a bug ...
by sadris
Wed Jan 21, 2026 2:28 am
Forum: Ideas and Suggestions
Topic: Please increase train stop name character limit, for rich text purposes
Replies: 3
Views: 801

Re: Please increase train stop name character limit, for rich text purposes

I use Train Schedule Signals mod to setup my train routes. I sometimes have complicated stops that are both requesters and providers. The change in train stop length in 2.0 is causing issues. Regardless, the train stop length needs to be increased to a much much larger value.
by sadris
Mon Nov 11, 2024 1:27 am
Forum: Ideas and Suggestions
Topic: Better Ship/Platform scheduling UI
Replies: 4
Views: 1286

Better Ship/Platform scheduling UI

It would be nice if we could parameterize the planet for station settings.

I have a complicated wait condition, but if I want to set up a new wait condition for a different planet than Fulgora, I must delete the entire stanza of commands, and re-create them again with a new planet.

If you try to ...
by sadris
Sat Nov 09, 2024 5:36 am
Forum: Not a bug
Topic: Fish do not respawn
Replies: 3
Views: 2618

Fish do not respawn

I have been on Fulgora for about 10 hours now. I used my roboports to harvest fish on Nauvis for all fish that are in range in water(s).

After 10 hours, there are still ZERO fish within roboport range. Also the ones that are out of range, do not move in remote view.

I think fish do not respawn if ...
by sadris
Fri Nov 01, 2024 4:24 pm
Forum: Modding interface requests
Topic: API request: Module ghost events
Replies: 10
Views: 2132

API request: Module ghost events

At least two mod authors have brought this up.

There is currently no way to get ghosted module requests (ie: insert, replace, remove) from entities in the 2.0 API. They are asking for an event when the player remotely configures the module setup of an entity.
by sadris
Tue Mar 05, 2024 2:28 am
Forum: Modding help
Topic: Save file mod syncing does not take into account mod versions
Replies: 1
Views: 833

Save file mod syncing does not take into account mod versions

I have two versions of a mod installed locally. If I try to synchronize my mod list to a save file, it will activate the newest version of the mod rather than the version that the save file was actually saved with.
by sadris
Sun Oct 15, 2023 7:02 am
Forum: Logistic Train Network
Topic: [Fixed] Game crash due to string concat issue
Replies: 2
Views: 2270

Re: Game crash due to string concat issue

Looks like this is no longer an issue. Sorry for not getting back to you.
by sadris
Wed Oct 04, 2023 3:44 am
Forum: Resolved Problems and Bugs
Topic: Factorio headless server returns 1 for a successful exit
Replies: 2
Views: 2453

Re: Factorio headless server returns 1 for a successful exit

It looks like this can be worked around by setting SuccessExitStatus=1, but it is a bit atypical for a Linux daemon to return 1 on a successful exit.
by sadris
Tue Oct 03, 2023 7:18 pm
Forum: Resolved Problems and Bugs
Topic: Factorio headless server returns 1 for a successful exit
Replies: 2
Views: 2453

Factorio headless server returns 1 for a successful exit

Pressing Ctrl-C or sending SIGINT to the factorio headless server returns a 1 instead of 0 for a successful exit.

This makes systemd think that the process failed when this is not the case. My current unit file is below:


[Unit]
Description=Factorio Headless Server

[Service]
Type=simple ...
by sadris
Tue Oct 03, 2023 7:16 pm
Forum: Technical Help
Topic: Nagios check for headless server
Replies: 2
Views: 1361

Re: Nagios check for headless server

I think this could be implemented via RCON: https://pypi.org/project/rcon/
by sadris
Thu Apr 06, 2023 8:22 pm
Forum: Technical Help
Topic: Nagios check for headless server
Replies: 2
Views: 1361

Nagios check for headless server

Does anyone know of a method to check for the Factorio Headless server being reachable and online? There are various checks for Minecraft, to see how many players online, looking for something like that.
by sadris
Thu Mar 18, 2021 1:07 pm
Forum: Logistic Train Network
Topic: [Fixed] Game crash due to string concat issue
Replies: 2
Views: 2270

[Fixed] Game crash due to string concat issue

When you connect the roboport with green wire to the power pole, the game will crash.

0eNq9mslu8zYQx9+FZysQd8mHHto+QA+9FYEh24xNVItBUekXBH73UpbjdWhrFCAXw9byE2c4858h5U+yLDuzc7b2ZP5J7KqpWzL/55O0dlMXZX/Mf+wMmZN363wXjsxIXVT9geGK5E+ynxFbr80vMqf71xkxtbfemgFz ...
by sadris
Thu Mar 11, 2021 4:28 am
Forum: Ideas and Suggestions
Topic: Fill deconstruction planner via blueprint
Replies: 0
Views: 1170

Fill deconstruction planner via blueprint

TL;DR
Let user pick up a blueprint, then shift-click on an empty deconstruction planner to fill it's whitelist with any entity found in said blueprint.


Why ?
You want to remove the walls surrounding your base, but not anything you put there manually (like rails/gates) and install a new/better ...
by sadris
Thu Aug 20, 2020 5:54 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 108575

Re: [MOD 0.18] ShinyBobGFX

Could you add graphics replacements for the Bob's fluid burning boilers? I believe they're called "oil-boiler" internally.
by sadris
Mon Nov 25, 2019 3:58 pm
Forum: Duplicates
Topic: [0.17.64] Crash while laying massive amounts of flooring
Replies: 7
Views: 4273

Re: [0.17.64] Crash while laying massive amounts of flooring

Ok now am able to get this very consistently. The bots issue is a red herring. Even with no bots active, just click-dragging down flooring while running will crash the game.
by sadris
Thu Nov 14, 2019 12:30 am
Forum: Duplicates
Topic: [0.17.64] Crash while laying massive amounts of flooring
Replies: 7
Views: 4273

Re: [0.17.64] Crash while laying massive amounts of flooring

I am still getting this error with 0.17.76
by sadris
Fri Sep 06, 2019 10:54 am
Forum: Railway Setups
Topic: Chunk-aligned modular railway system with LTN Stations
Replies: 132
Views: 233240

Re: Chunk-aligned modular railway system with LTN Stations

What are the number signals with huge values in the universal provider station? (0 = -2.1billion, 1 = 1billion, 2 = 0.5billion, etc)

That combinator is not even connected to anything...

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