Search found 468 matches

by Stringweasel
Wed Aug 20, 2025 8:13 am
Forum: Modding interface requests
Topic: Allow editing Factoriopedia visibility at runtime
Replies: 9
Views: 944

Re: Allow editing Factoriopedia visibility at runtime

Alternative approach which would also be great: 116359
by Stringweasel
Sat Jun 28, 2025 9:24 pm
Forum: Bug Reports
Topic: [2.0.58] Turret with turret_base_has_direction=false loses direction sometimes in blueprints
Replies: 0
Views: 461

[2.0.58] Turret with turret_base_has_direction=false loses direction sometimes in blueprints

What

If you have a turret with turret_base_has_direction=false then the turret assumes that it doesn't support direction. This means the direction is (sometimes?) not saved in blueprints which causes weird behaviour where (sometimes) the turret looses direction.

Reproduction

This came up with ...
by Stringweasel
Sat Jun 28, 2025 5:47 pm
Forum: Modding interface requests
Topic: Adding "bonus" properties to LuaRecipe
Replies: 3
Views: 628

Re: Adding "bonus" properties to LuaRecipe

+1 This would be useful for space exploration too. Even if its similar rto ProductivityBonus Tech Effect.
by Stringweasel
Wed Jun 11, 2025 8:06 pm
Forum: Not a bug
Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Replies: 15
Views: 4407

Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed

Thanks for responding Lou!


Most likely yes, but it has lower priority than bugfixes - so please create a feature request post so it is not forgotten.


Created a request: https://forums.factorio.com/viewtopic.php?p=674301#p674301


That's a bit more problematic both technically and design-wise ...
by Stringweasel
Wed Jun 11, 2025 8:05 pm
Forum: Ideas and Suggestions
Topic: Guess cover tile to use when no cover tile is set yet
Replies: 1
Views: 520

Guess cover tile to use when no cover tile is set yet

Created as suggested by Lou: https://forums.factorio.com/viewtopic.php?p=674092#p674092

Currently force building will fail on non-buildable tiles if you haven't placed a cover tile before on that specific non-buildable tile. This means that you need to first manually place a cover tile on every ...
by Stringweasel
Wed Jun 11, 2025 7:52 pm
Forum: Ideas and Suggestions
Topic: Store cover tile per player per surface per force
Replies: 0
Views: 409

Store cover tile per player per surface per force

Created as suggested by Lou: https://forums.factorio.com/viewtopic.php?p=674091#p674091

Currently the default cover tile that's used for force building is stored per force, and not per player. This can create very annoying situations in multiplayer where while you're purpousfully using a specific ...
by Stringweasel
Mon Jun 09, 2025 11:52 am
Forum: Not a bug
Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Replies: 15
Views: 4407

Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed


The non-default covers are saved per-tile. In the "not-works" save, you paved over (some) natural ice, but not over ice-platfrom, that's why the autofill failed


In this case, could it not take a guess and take the first coverable tile instead of failing? Just like when you pipette some ores it ...
by Stringweasel
Thu Jun 05, 2025 7:28 pm
Forum: Not a bug
Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Replies: 15
Views: 4407

Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed


To mitigate this issue, the game substitutes the last used cover tile as a proxy for default tile cover for the covered tile (per surface per force).


Could this be adjusted to be per player per surface per force? We are running into this in our Space Exploration closed-testing where players ...
by Stringweasel
Tue May 27, 2025 10:05 am
Forum: Duplicates
Topic: [2.0.52] Roboport energy buffer never 100% full depending on entity placement order
Replies: 1
Views: 390

[2.0.52] Roboport energy buffer never 100% full depending on entity placement order

What

The energy of a modded roboport is never 100% full when connected to multiple networks, where the closest network is unpowered. It's always off by the energy drain per tick.

We ran into this with AAI Signal Tranmission where the transceivers are roboports, and we periodically check if the ...
by Stringweasel
Mon May 26, 2025 7:25 am
Forum: Questions, reviews and ratings
Topic: Offshore pump - all known releases after 2.0
Replies: 1
Views: 719

Re: Offshore pump - all known releases after 2.0

This sounds like a bug with the waterfill mod, you need to post it there.
by Stringweasel
Sun May 25, 2025 9:49 am
Forum: Technical Help
Topic: Do I have the Space Age?
Replies: 9
Views: 1083

Re: Do I have the Space Age?




If you want to end this mild embarassment...

That's not a very nice thing to say :)


My apologies 😅 I didn't mean to offend — just surprised to see such basic questions like: "how to install a game I just purchased?" on the official forum.


Yeah it's easy to forget that not everyone has ...
by Stringweasel
Sun May 25, 2025 9:28 am
Forum: Technical Help
Topic: Do I have the Space Age?
Replies: 9
Views: 1083

Re: Do I have the Space Age?

techi wrote: Sun May 25, 2025 7:58 am This is what says it. I am confus. My research tree says NOT space age. I bought the Space Age right now. What is going on?
Are you sure you downloaded it? Did you enable the mods in the Mods menu?
pioruns wrote: Sun May 25, 2025 8:03 am If you want to end this mild embarassment...
That's not a very nice thing to say :)
by Stringweasel
Fri May 23, 2025 10:36 am
Forum: Ideas and Suggestions
Topic: Show `Obtained by launching X` in Factoriopedia
Replies: 0
Views: 344

Show `Obtained by launching X` in Factoriopedia

What
In Factoriopedia show when an item is the rocket launch product of some other item. An good example of this is the base game's science packs. You can see that the satellite has a rocket launch product "Space Science", but when clicking on "Space Science" the only way we know that it can be ...
by Stringweasel
Mon May 19, 2025 9:47 am
Forum: Ideas and Suggestions
Topic: Tanks shouldn't bump into spidertrons following them
Replies: 3
Views: 567

Re: Tanks shouldn't bump into spidertrons following them

A workaround is to add this modded equipment to your tank. Then you don't need the spider for vision :)

https://mods.factorio.com/mod/radar-equipment
by Stringweasel
Wed May 14, 2025 2:53 pm
Forum: Modding interface requests
Topic: Add basic_settings to MapSettings
Replies: 2
Views: 464

Re: Add basic_settings to MapSettings

+1 yes please. This is really not a nice player experience. And many players will still miss this setting. I did the first time I played SE.
05-14-2025, 16-53-00.png
05-14-2025, 16-53-00.png (144.04 KiB) Viewed 361 times
by Stringweasel
Mon May 12, 2025 12:01 pm
Forum: Releases
Topic: Version 2.0.48
Replies: 9
Views: 7500

Re: Version 2.0.48

If you want to play with the new valve prototypes then check out the Valves mod ! It now uses the new prototypes provided by the game engine. Additionally it allows you to easily configure the threshold in-game for every valve you place (based on some default settings), whereas the vanilla valves ...
by Stringweasel
Fri May 09, 2025 2:44 pm
Forum: Duplicates
Topic: [2.0.47] Tooltip showing wrong with mod owners and scrollbar
Replies: 1
Views: 279

[2.0.47] Tooltip showing wrong with mod owners and scrollbar

What
The tooltip in this instance does not show correctly when the "Show mod owners in tooltips" is selected.

It seems to show up when the new scroll bar appears. It happened on my screen due to 125% interface, but also reproducable on 100% interface scale if I make the window smaller. If make ...

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