Search found 266 matches
- Tue Dec 05, 2023 1:41 pm
- Forum: Documentation Improvement Requests
- Topic: on_player_placed_equipment does not equipment is inserted by script
- Replies: 2
- Views: 92
on_player_placed_equipment does not equipment is inserted by script
Some modders might use on_player_placed_equipment as the catch-all event to keep track of equipment changes. However, this might be misleading because it does not handle cases where equipment is changed through script, which is not explicitly mentioned in the docs. Modders might also be more incline...
- Sat Nov 18, 2023 8:22 am
- Forum: Ideas and Suggestions
- Topic: [SA] Turret modes and defensive designs
- Replies: 2
- Views: 221
Re: Idea for factorio space expansion: Turret modes and defensive designs
It's likely that Space Age's turret will be similar to Space Exploration where only astroids that will hit your ship (or get close) will be targetted. Turret zones would be useful though to not let all turrets fire at the same astroid, and ignore others. But the effect of this will be small I think,...
- Sat Nov 11, 2023 6:25 pm
- Forum: Bug Reports
- Topic: [1.1.94] Custom rail map colour doesn't work
- Replies: 2
- Views: 222
Re: [1.1.94] Custom rail map colour doesn't work
Ah yes, that does work. But unfortunately that of course changes all rail colours regardless of prototype.
Guess this is more of a Modding Request then to allow the rail prototype to specify the map colour
Guess this is more of a Modding Request then to allow the rail prototype to specify the map colour

- Sat Nov 11, 2023 1:12 pm
- Forum: Bug Reports
- Topic: [1.1.94] Custom rail map colour doesn't work
- Replies: 2
- Views: 222
[1.1.94] Custom rail map colour doesn't work
What The custom map colour for a rail (straight or curved) is ignored. Expected behaviour That the map colour of a rail will change if I set the map_colour in the prototype Reproduction steps Place this in data.lua local red = {1, 0, 0, 1} data.raw["straight-rail"]["straight-rail&quo...
- Thu Nov 09, 2023 1:33 pm
- Forum: Releases
- Topic: Version 1.1.95
- Replies: 8
- Views: 4800
As a programmer myself I'm curious what exactly you mean here. I understand the part that different platforms do floating point operations differently, and they might have different results. And because Factorio is deterministic it's very important that all calculations always result in exactly the...
- Thu Nov 09, 2023 1:03 pm
- Forum: Releases
- Topic: Version 1.1.95
- Replies: 8
- Views: 4800
Re: Version 1.1.95
I do understand the reason why they are added. I'm curious what they added.AugustoResende wrote: ↑Wed Nov 08, 2023 9:55 pmIf you play in a Linux machine (x86) and your friend is playing in a M1 Mac Os, without this fix in some cases could occur a multiplayer desync because of different fload calculations

- Wed Nov 08, 2023 1:34 pm
- Forum: Releases
- Topic: Version 1.1.95
- Replies: 8
- Views: 4800
Re: Version 1.1.95
This experimental version also contains cross-platform checks for x86 vs arm floating point conversions. x86 and arm do floating point conversions differently and if we don't handle it correctly on the C++ side it results in different values which results in multiplayer desyncs. As a programmer mys...
- Sat Nov 04, 2023 2:06 pm
- Forum: Documentation Improvement Requests
- Topic: Projectile behaviour when homing (and not)
- Replies: 1
- Views: 141
Re: Projectile behaviour when homing (and not)
Also, https://lua-api.factorio.com/latest/typ ... #max_range
This is the maximum range this projectile will travel after which it will expire.
- Fri Nov 03, 2023 9:59 am
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 17908
Re: Comments on Deciders, possibly other entities
Didn't even notice that. Epic!
- Fri Nov 03, 2023 9:50 am
- Forum: Documentation Improvement Requests
- Topic: Projectile behaviour when homing (and not)
- Replies: 1
- Views: 141
Projectile behaviour when homing (and not)
Just some information that I figured out which cost me an few headscratches, which could be part of the documentation for https://lua-api.factorio.com/latest/prototypes/ProjectilePrototype.html. I believe this could be part of the general description at the top. Projectiles have two modes, homing, o...
- Wed Oct 25, 2023 7:03 am
- Forum: Gameplay Help
- Topic: Deconstruction train signals causes heavy lag
- Replies: 3
- Views: 415
Re: Deconstruction train signals causes heavy lag
It's a known issue that when modifying a massive rail network causes big lag spikes. IIRC this is because every time you place or remove a single rail then the entire rail network is recalculated, which means every train needs to recalculate it's path. This takes a long time, thus causes lag spikes,...
- Sat Oct 21, 2023 7:42 am
- Forum: Ideas and Suggestions
- Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
- Replies: 13
- Views: 749
Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
This seems similar to what I investigated here https://alt-f4.blog/ALTF4-52/. Many mega-base builders also know about this limiation, and try to limit isolated network. There's even a mod to locate isolated networks to improve UPS. It's of course easy to reproduce by spawning many isolated power pol...
- Thu Oct 19, 2023 10:42 am
- Forum: Implemented for 2.0
- Topic: positionless player.play_sound()
- Replies: 8
- Views: 626
Re: positionless player.play_sound()
That would be awesome! It's been requested here as well by me
98618

- Mon Oct 16, 2023 6:06 pm
- Forum: Won't implement
- Topic: Allow non-joining logistic networks
- Replies: 11
- Views: 555
Re: Allow non-joining logistic networks
For now you could try https://mods.factorio.com/mod/LogiNetChannels
- Mon Oct 16, 2023 7:09 am
- Forum: Mods
- Topic: Is Krastorio 2 stable yet?
- Replies: 2
- Views: 404
Re: Is Krastorio 2 stable yet?
It's definitely stable, already for some time, maybe even years.
- Wed Oct 11, 2023 8:10 pm
- Forum: Bug Reports
- Topic: [1.1.91] Extreme belt speed/splitter bug.
- Replies: 5
- Views: 471
Re: [1.1.91] Extreme belt speed/splitter bug.
Maybe each transport belt lane of the splitter can do a maximum of 60 items per second, in some conditions?
- Fri Sep 22, 2023 5:35 pm
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 52
- Views: 16630
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Might need to be in the "Implemented for 2.0" insteadickputzdirwech wrote: ↑Fri Sep 22, 2023 4:01 pmFeels got to move this from “Outdated/Not implemented” to “Implemented Suggestions”![]()
(Even though it’s still a while until 2.0 comes out)
See 108862

- Fri Sep 22, 2023 7:21 am
- Forum: Technical Help
- Topic: [1.1.91] Can't create game without active internet
- Replies: 2
- Views: 212
Re: [1.1.91] Can't create game without active internet
Is this because i host a game instead of create a single player game? Yes Is there something i can do to still play today? Yes. I'm not at my personal laptop so not 100% sure of the menu items. But you would have to go "Single Player" -> "Load Game" and then find your save-file ...
- Tue Sep 19, 2023 11:51 am
- Forum: Implemented mod requests
- Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
- Replies: 18
- Views: 3736
Re: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
Always fun seeing a casual conversation in the Discord improve the base game 

- Fri Sep 15, 2023 11:55 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 360
- Views: 39393
Re: Friday Facts #376 - Research and Technology
The names are the easiest thing to change. Maybe I don't take myself and the game too seriously and found it amusing, but if we had a very good counter-proposal which feels good and is clear when it comes to tiers, we can still change it. I do think there is a little room for improvement here. My m...