Search found 502 matches

by Stringweasel
Fri Sep 25, 2026 11:49 am
Forum: Technical Help
Topic: Desync 2.0 SE
Replies: 4
Views: 440

Re: Desync 2.0 SE


It happened when I clicked the "space blueprint converter" in the toolbar with a BP in my hands. No other people were online at the time. Also some lines were printed out into console


Just letting you know I replied with the fix, just scroll up. Incase you missed my response while typing your ...
by Stringweasel
Fri Sep 25, 2026 11:15 am
Forum: Technical Help
Topic: Desync 2.0 SE
Replies: 4
Views: 440

Re: Desync 2.0 SE

This has been fixed in SE 0.7.58, which is only available for Factorio 2.1.

So you can update, or if you need to stay with Factorio 2.0, then maybe try loading your save in single player.
by Stringweasel
Sun Sep 13, 2026 11:33 am
Forum: Modding help
Topic: Trying to make a farming system in Factorio
Replies: 4
Views: 432

Re: Trying to make a farming system in Factorio


2. I also want my farming machine to combine into other farming machines where it only goes through one output but combines all the resources collected. This would only work if the farming machines are together.


I would also look into proxy containers. Its a container that can point to any ...
by Stringweasel
Sun Sep 06, 2026 2:44 pm
Forum: Resolved Requests
Topic: [2.0.77] ElectricEnergyInterface on LuaEntity
Replies: 5
Views: 489

Re: [2.0.77] ElectricEnergyInterface on LuaEntity

It's easy to verify back checking the 2.0.77 docs. You can find it through the dropdown in the top right: https://lua-api.factorio.com/

Closest I could find to your question is this
So probably not possible, in runtime, for 2.0
Looks like it possible to change in data stage
https://lua-api ...
by Stringweasel
Wed Aug 19, 2026 6:08 pm
Forum: Ideas and Suggestions
Topic: Luck Module?
Replies: 2
Views: 384

Re: Luck Module?

Sounds a bit like this mod: https://mods.factorio.com/mod/rigor-module
by Stringweasel
Tue Aug 11, 2026 7:21 pm
Forum: Questions, reviews and ratings
Topic: Space Exploration (0.7.57) Error when cloning tiles over a cargo launch pad
Replies: 3
Views: 1360

Re: Space Exploration (0.7.57) Error when cloning tiles over a cargo launch pad

It makes sense in that case that the editor deleted some entities. Unfortunately this is a "Won't fix" for the moment, since being able to handle this correctly would require refactoring a large partion of the code base, which is not a priority at the moment.
by Stringweasel
Sun Aug 09, 2026 7:13 pm
Forum: Questions, reviews and ratings
Topic: Space Exploration (0.7.57) Error when cloning tiles over a cargo launch pad
Replies: 3
Views: 1360

Re: Space Exploration (0.7.57) Error when cloning tiles over a cargo launch pad

Are you sure you mean cloning ? Cloning is not something players typically do. Do you maybe mean copy-and-pasting?

And if you were really doing cloning then there's an chance this is out of our hands, since some editor commands don't provide the API events our code expected. Were you in the editor ...
by Stringweasel
Sun Aug 02, 2026 8:03 am
Forum: Modding interface requests
Topic: Better entity collision mask options
Replies: 1
Views: 245

Re: Better entity collision mask options

+1

SE also has a few cases where this would be useful. It would be great if mods could more ways to provide the "cannot build here" player feedback.
by Stringweasel
Wed Jul 29, 2026 6:31 am
Forum: Modding interface requests
Topic: Add custom tooltips for ingredients and products, similar to quality-related tooltips
Replies: 4
Views: 427

Re: Add custom tooltips for ingredients and products, similar to quality-related tooltips

+1

SE would benefit from this. There's some of our recipes that should have complex product probabilities. And the only reason we didn't do it is because the tooltip don't provide good player feedback. A tooltip on the tooltip could help clear things up for the player.
by Stringweasel
Wed Jul 08, 2026 4:52 pm
Forum: Ideas and Suggestions
Topic: Directional pipe placement
Replies: 10
Views: 6270

Re: Directional pipe placement

ssilk wrote: Mon Jul 12, 2021 10:14 pm
eradicator wrote: Sun Jul 11, 2021 1:07 pm These *should* be the same, but aren't.
Image
Obviously they are not the same and will never be. ;)

Nothing should, all could. 8-)
Never say never :P
by Stringweasel
Wed Jul 08, 2026 5:46 am
Forum: Ideas and Suggestions
Topic: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
Replies: 6
Views: 5214

Re: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"

+1

Every time I want to add a pin I forgot what button to press. Even after pressing buttons I would expect does nothing, so I give up. O don't know how to create a pin now even.

A button by the minimap would be amazing, and exactly where expected
by Stringweasel
Sun Jul 05, 2026 8:27 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] Less strick clamping on simulation zoom
Replies: 1
Views: 891

[Klonan] Less strick clamping on simulation zoom

It seems that currently all simulations (tips-and-tricks, and menu-simulations) have their zooms capped. Meaning you cannot zoom out as far. I'm not sure what was the case in Factorio 2.0, but I remember in Factorio 1.1 there was seemingly no cap.

I assume the cap is in place for different reasons ...
by Stringweasel
Fri Jun 26, 2026 11:08 am
Forum: Ideas and Suggestions
Topic: Common circuit network option for all belts
Replies: 4
Views: 449

Re: Common circuit network option for all belts

+1

This would be awesome. Many times I've that this would be the intuitive behaviour, since the belts are all connected now.
by Stringweasel
Fri Jun 26, 2026 7:50 am
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 58
Views: 20756

Re: Experimental Biter expansion is kind of broken

Klonan wrote: Thu Jun 25, 2026 6:46 pm There is the hard limit, that they won't try to expand to a chunk with any player buildings
So some form of victory poles are still possible? :D You just need a lot more victory poles
by Stringweasel
Sun Jun 21, 2026 10:32 am
Forum: Ideas and Suggestions
Topic: make item ghosts that are "on route" more obvious
Replies: 2
Views: 349

Re: make item ghosts that are "on route" more obvious

+1

I can only tell they're on route if it's to a unscheduled one, cause then I can see the contrast difference.

An alternative solution would to have a extra tooltip field "Scheduled for build" or something. This is the better option IMO, since it's always clear.
by Stringweasel
Wed Jun 03, 2026 4:05 pm
Forum: Modding help
Topic: Attaching relative gui to train (locomotive) GUI
Replies: 1
Views: 396

Re: Attaching relative gui to train (locomotive) GUI

+1

This would be really useful for Space Exploration. Currently we need to place a floating GUI at the right pixel location, including accomodating for the schedule GUI being wider sometimes.
by Stringweasel
Tue Jun 02, 2026 8:24 pm
Forum: Gameplay Help
Topic: SE - Assigning train stops with the space elevator?
Replies: 2
Views: 883

Re: SE - Assigning train stops with the space elevator?

There should be a little window with a search bar next to the schedule window. Pretty sure there you can type the zone name, and it will show you all stops on that zone.

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