Search found 463 matches

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: 3161

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: 0
Views: 250

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: 258

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: 3161

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: 3161

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: 254

[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: 327

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: 658

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: 658

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: 261

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: 379

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: 1
Views: 225

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.
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by Stringweasel
Mon May 12, 2025 12:01 pm
Forum: Releases
Topic: Version 2.0.48
Replies: 9
Views: 5772

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: 144

[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 ...
by Stringweasel
Sat Apr 26, 2025 1:58 pm
Forum: Modding interface requests
Topic: Add flexibility for SpacePlatformHub
Replies: 2
Views: 240

Re: Add flexibility for SpacePlatformHub

+1

Would be nice if it's extended to the Landing Pad too. I would make a mod to disable logistcs of the landing pads. I don't like using bots moving bulk items for sciences, etc, but the landing pad being always connected makes this a little tricky.
by Stringweasel
Mon Apr 21, 2025 7:10 pm
Forum: Modding interface requests
Topic: Expand ConfigurationChangedData with migrated prototype names
Replies: 0
Views: 159

Expand ConfigurationChangedData with migrated prototype names

What
Expand ConfigurationChangedData with a table containing any prototype migrations that occured due to the json migrations.

Why
This is to support mods that need to save prototype names in `storage` that would need to be migrated. Especially for, things like SignalID . There's no way to ...
by Stringweasel
Fri Apr 18, 2025 7:40 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 4219

Re: Request: Move recycling recipe generation to data-final-fixes

I want to +1 this Won't Implement so that it might be reconsidered for 2.1 whenever it releases.

Ideally the recipe generation should occur where it's most useful for the developers and for most modders. I think for the the developers it doesn't make much of a difference, but for most modders it ...
by Stringweasel
Mon Apr 07, 2025 6:43 pm
Forum: Releases
Topic: Version 2.0.44
Replies: 15
Views: 10881

Re: Version 2.0.44

The remote view controller now supports enabling and disabling flashlight.
Thanks! :D Now I introduce Remote View Flashlight
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04-07-2025, 20-43-12.png (2.45 MiB) Viewed 10092 times
by Stringweasel
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: 1125

[boskid][2.0.42] CombinatorPrototype::*_light runtime crash with ommitted optional properties

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 ...

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