What
All combinators prototypes have optional lights that can be defined. If you don't define them in your prototype then the game loads fine as you would expect. Placing these combinators are also fine, but as soon as there's activity it causes a crash.
C:\Users\build\AppData\Local\Temp ...
Search found 444 matches
- Sat Mar 22, 2025 6:08 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] CombinatorPrototype::*_light runtime crash with ommitted optional properties
- Replies: 1
- Views: 431
- Tue Mar 04, 2025 1:35 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::zoom very limited compared to 1.1
- Replies: 14
- Views: 1965
Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
+1
Additionally, could the `chart_mode_cutoff` also be configurable with this new API? Meaning the zoom level at which the chart is drawn. This is currently only possible with the Cutscene Controller.
Additionally, could the `chart_mode_cutoff` also be configurable with this new API? Meaning the zoom level at which the chart is drawn. This is currently only possible with the Cutscene Controller.
- Sun Mar 02, 2025 1:51 pm
- Forum: Implemented mod requests
- Topic: Set default runtime tint during datastage for spider-vehicle
- Replies: 1
- Views: 720
Re: Set default runtime tint during datastage for spider-vehicle
Implemented for the next release.
- Mon Feb 24, 2025 9:51 am
- Forum: Documentation Improvement Requests
- Topic: remove the auxilary migrations example
- Replies: 8
- Views: 362
Re: remove the auxilary migrations example
I agree with Quezler. Ideally the example code should be changed to something that might not confuse new modders.
- Mon Feb 24, 2025 9:03 am
- Forum: Documentation Improvement Requests
- Topic: remove the auxilary migrations example
- Replies: 8
- Views: 362
Re: remove the auxilary migrations example
Also, weren't lua migrations removed or something? idk (https://discord.com/channels/1214952937613295676/1221827496006389891/1296877775910604892)
That's something else. Early in the 2.0 beta it was possible to add lua snippets to the json migration file to replace entities smartly. And for ...
- Sun Feb 23, 2025 10:44 am
- Forum: Modding help
- Topic: [2.0] Map and zoom functionality
- Replies: 3
- Views: 679
Re: [2.0] Map and zoom functionality
You can go into remote view and back by setting the player controller.
Related to zoom: viewtopic.php?p=662115#p662115
Related to zoom: viewtopic.php?p=662115#p662115
- Thu Feb 20, 2025 6:02 am
- Forum: Implemented mod requests
- Topic: [invalid] Some validation in normalize_recipe_product() ?
- Replies: 8
- Views: 486
- Tue Feb 18, 2025 6:19 am
- Forum: Duplicates
- Topic: [2.0.28] Crash flipping blueprint "flipResult.direction != Direction::None was not true"
- Replies: 3
- Views: 316
Re: [2.0.28] Crash flipping blueprint "flipResult.direction != Direction::None was not true"
This has been fixed for the next release. See the linked thread.
- Fri Jan 31, 2025 8:24 am
- Forum: Technical Help
- Topic: Unable to play Space Exploration + Krastorio 2 together
- Replies: 5
- Views: 810
Re: Unable to play Space Exploration + Krastorio 2 together
I beat Space Age, but wanted more Factorio. Tried several mods like Seablock and Pyanodon, but they are rather advanced. I pretty much have one playthrough of vanilla, and one playthrough of Space Age.
In this case I recommend to forget about SE until it will be ready for 2.0 and you will ...
- Wed Jan 29, 2025 7:33 am
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 9967
Re: Version 2.0.33
Adding the files won't break anything, so you can do thatflamefield wrote: Wed Jan 29, 2025 6:00 am The 2.0.33 version seems to have deleted many texture files. Currently, there are many mods that cannot find texture files and report errors. Will pasting the missing old version texture files into the 2.0.33 version have any impact?

- Tue Jan 28, 2025 3:50 pm
- Forum: Technical Help
- Topic: [2.0.32] Need help with UPS
- Replies: 5
- Views: 400
Re: [2.0.32] Need help with UPS
Looks like your base is just big. There's a lot of time spent updating entities, especially demolishers, but if you update to 2.0.33 that will be better. Projectiles are also unusually high with very high spikes. That could be created by a mod, maybe Ceres? Try removing that one and seeing how it ...
- Tue Jan 28, 2025 2:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None
- Replies: 7
- Views: 2390
Re: [2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None
For reference, another report: 126302
- Tue Jan 28, 2025 2:52 pm
- Forum: Pending
- Topic: [2.0.32] Crash when flipping blueprint
- Replies: 4
- Views: 386
Re: [2.0.32] Crash when flipping blueprint
Could you also provide a savefile where you observed this? Provided info was not suffiscient for reproduction.
Lou for a breaking unit test you can just create a new entity based on a pump, and change the pipe connections to
pipe_connections =
{
{ connection_type = "linked", flow_direction ...
- Fri Jan 24, 2025 7:54 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 475
Re: Pipeline length should not be calculated between linked fluid boxes
+1
99.9% of use cases for linked-fluidboxes the extent should not be extended.
99.9% of use cases for linked-fluidboxes the extent should not be extended.
- Fri Jan 24, 2025 7:52 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.32] Crash if normal quality level is changed (AsteroidCollectorControlBehavior check fails)
- Replies: 3
- Views: 837
Re: [2.0.32] Crash to desktop if normal quality level is changed
Pretty sure you cannot change this value (at the moment). The question is more if this is a hard crash or a well formatted crash.
Also, there's no crash in your log file.
- Tue Jan 21, 2025 8:08 am
- Forum: Modding discussion
- Topic: Some "will it mod" questions
- Replies: 2
- Views: 391
Re: Some "will it mod" questions
Some of these mods already exist. You can just use them, or base your new mod off them.
4) interplanetary circuit transmissions (like radar does on each surface), some kind of radio receiver.
For this the goto mod is AAI SIgnal Transmission
7) condensed combinators. Something like ...
4) interplanetary circuit transmissions (like radar does on each surface), some kind of radio receiver.
For this the goto mod is AAI SIgnal Transmission
7) condensed combinators. Something like ...
- Fri Jan 17, 2025 5:28 pm
- Forum: Implemented mod requests
- Topic: Hide fluid indicator arrow
- Replies: 8
- Views: 678
Re: Hide fluid indicator arrow
This is implemented for the next release. A pump's direction arrow will now obey "hide_connection_info"
- Fri Jan 17, 2025 4:10 pm
- Forum: Implemented mod requests
- Topic: Hide fluid indicator arrow
- Replies: 8
- Views: 678
Re: Hide fluid indicator arrow
I'm also running into this bug with the Valves mod. I have three valves (pumps). The one valve has the arrow drawn when selected, but the other two has not because their output connections are linked. From a player's perspective there should be no difference.
01-17-2025, 17-09-44.png
01-17-2025 ...
01-17-2025, 17-09-44.png
01-17-2025 ...
- Tue Jan 14, 2025 1:13 pm
- Forum: Not a bug
- Topic: [solved] Signal transmission bug with radar
- Replies: 6
- Views: 492
Re: Signal transmission bug with radar
What version Factorio do you have? There was a radar bug that has been fixed.
And for future note: the devs don't really look at bug reports without all the required information. Of which the most important is the version number and log file.
And for future note: the devs don't really look at bug reports without all the required information. Of which the most important is the version number and log file.
- Mon Jan 13, 2025 6:06 am
- Forum: Balancing
- Topic: 1x1 containers have never been so inadequate as they are now
- Replies: 16
- Views: 1595
Re: 1x1 containers have never been so inadequate as they are now
Belt loops with read-whole-belt-contents is basically big chests. It's also easy to use and feels less cheaty. It's a bit more throughput limited though, but with stacking and green belts it's not that limited.
As for actual big containers it's very subjective if it should be vanilla or not. And I ...
As for actual big containers it's very subjective if it should be vanilla or not. And I ...