Search found 69 matches

by thedoh
Wed Jan 22, 2025 1:56 pm
Forum: Not a bug
Topic: [2.0.31] Mining with Determination appears to be non-deterministic
Replies: 2
Views: 529

Re: [2.0.31] Mining with Determination appears to be non-deterministic

Thanks boskid. I knew there was something going on, but wasn't sure what.

(And, shoutout to the chatter who suggested the achievement was distance based)
by thedoh
Tue Jan 21, 2025 9:06 pm
Forum: Not a bug
Topic: [2.0.31] Mining with Determination appears to be non-deterministic
Replies: 2
Views: 529

[2.0.31] Mining with Determination appears to be non-deterministic

(Not space age)

Yesterday (2025-Jan-20), I was doing a 100% speedrun on version 2.0.31 with vanilla (non-space age) Factorio and ran into an issue with the Mining with Determination achievement. My expectation is that you can search the map for a small resource patch and then proceed to mine it out ...
by thedoh
Thu Jan 16, 2025 3:19 pm
Forum: Wiki Talk
Topic: PHP Warning emitted after page redirect
Replies: 2
Views: 248

PHP Warning emitted after page redirect

Articles thart redirect (ex: "There is no spoon (Achievement)", "So long and thanks for all the fish (Achievement)"), to other pages such as to "Achievements" will show the following PHP warning

Notice: Unexpected clearActionName after getActionName already called in /var/www/wiki.factorio.com ...
by thedoh
Sat Dec 21, 2024 12:32 am
Forum: Not a bug
Topic: [2.0.28] Duping Spidertron Equipment
Replies: 4
Views: 425

Re: [2.0.28] Duping Spidertron Equipment

I'll give it a try.

I did try a few reproduction attempts in the live save. The first trial was to send a spidertron to a planet's surface and none of the requisite items. The construction bots on the planet's surface built the spider with items. The next trial was to use a spidertron on Nauvis ...
by thedoh
Fri Dec 20, 2024 10:54 pm
Forum: Not a bug
Topic: [2.0.28] Duping Spidertron Equipment
Replies: 4
Views: 425

[2.0.28] Duping Spidertron Equipment

This very likely existed in 2.0.27.

If you ghost a spidertron with equipment in it (like this one), and have a construction bot build it, it will start off life with equipment. This spider seems to start with 3 legendary portable fission reactors, 8 legendary exoskeletons, 5 legendary toolbelt ...
by thedoh
Wed Dec 11, 2024 2:28 pm
Forum: Ideas and Suggestions
Topic: [2.x] Blueprints should include/show item requests
Replies: 0
Views: 150

[2.x] Blueprints should include/show item requests

With 2.0 we are able to make blueprints and have bots bring items to machines and trains and spidertrons and other entities. But the blueprints don't show these blueprinted item requests, and they should.

If you make a train and request fuel for the locomotives, you can make a blueprint with the ...
by thedoh
Sun Dec 08, 2024 3:46 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.24] Crash saving, ItemRequestProxy check fails (ItemRequestProxy::save)
Replies: 3
Views: 583

Re: [2.0.24 Vanilla] Game crash while saving the game

This seems to be fairly reproduceable. The save from which the reproduction is made is attached. Video, including user inputs, are also available on YouTube.

Note: This savegame is from bp100-2.1.2 whereas the original savegame is bp100-2.1.1.
by thedoh
Sun Dec 08, 2024 3:33 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.24] Crash saving, ItemRequestProxy check fails (ItemRequestProxy::save)
Replies: 3
Views: 583

[2.0.24] Crash saving, ItemRequestProxy check fails (ItemRequestProxy::save)

I have a 2.0.24 vanilla game with four mods (bp100-2.1.1, helmod-2.0.12, RateCalculator-3.3.2, flib-0.15.0) that crashed while saving my game. I have several artifacts from this: The savegame, the partial savegame from the crash (eg the .tmp.zip), the factorio-dump-current.dmp file, the game log ...
by thedoh
Thu Dec 05, 2024 4:52 pm
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 23418

Re: Version 2.0.24

Fixed that railguns could get stuck switching targets and not fire.
Oooh! This is an excellent change! Glad to also see the landmine nerf.
by thedoh
Fri Nov 22, 2024 12:40 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 107
Views: 25140

Re: Friday Facts #438 - Space Age wrap up

Are there plans to keep fixing bugs for 1.1.110? I found and reported a crash that is reproducible every time. It's one of those annoying edge cases.
by thedoh
Sun Nov 10, 2024 12:00 am
Forum: Won't fix.
Topic: [1.1.110] Crash trying to extract blueprints from a savegame "BlueprintLibrary.cpp:1146: Abort 3407 does not exist in e"
Replies: 2
Views: 654

[1.1.110] Crash trying to extract blueprints from a savegame "BlueprintLibrary.cpp:1146: Abort 3407 does not exist in e"

I know everyone is all hype about 2.0 (and I am, too), but I found a 100% reproduceable crash in vanilla 1.1.110:

The reproduction steps are as follows:


Run vanilla Factorio v1.1.110
Set bypass-library-sync=true in config.ini (or via "the rest" hidden settings)
Open the attached save game in ...
by thedoh
Wed Nov 06, 2024 12:04 am
Forum: Duplicates
Topic: [2.0.15] Previous mining productivity tech tooltips are misleading
Replies: 1
Views: 188

[2.0.15] Previous mining productivity tech tooltips are misleading

I was curious about the progression of the early mining productivity techs and looked back at mining productivity 1 and hovered over the "Effects" miner/tooltip and it reads "Mining productivity +10% [80% -> +90%]" (I have mining productivity 8). Given that it's the first tech, I would expect it to ...
by thedoh
Mon Nov 04, 2024 7:26 pm
Forum: Minor issues
Topic: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
Replies: 5
Views: 316

Re: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked

Ooh. That is unexpected behaviour, but good to know. I didn't consider that a ghost could have a quality in that sense, but it makes sense now that I know!
by thedoh
Mon Nov 04, 2024 6:30 pm
Forum: Minor issues
Topic: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
Replies: 5
Views: 316

Re: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked

Okay, I have reproduction steps. I've tested this on Aquilo, having /editor'd myself there. It seems as if you can't ghost decon plan >common cargo bays. So, common ones good, uncommon and higher do not appear. I've attached a savegame.
by thedoh
Mon Nov 04, 2024 7:01 am
Forum: Minor issues
Topic: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
Replies: 5
Views: 316

Re: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked

Yes. I will try to engineer a minimal one in the coming couple days, and if I can't, I will post the big game save file (which is well past the time where this came up).
by thedoh
Sun Nov 03, 2024 1:02 am
Forum: Minor issues
Topic: [2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked
Replies: 5
Views: 316

[2.0.14] Ghost decon planner doesn't cause ghosted cargo bays to be marked

I added a bunch of cargo bays to my space platform and also to a planet (Aquilo). I tried to use a ghost decon planner to get an easy count of them, and they weren't marked. I could copy, instead, to get the easy count.
by thedoh
Sun Oct 27, 2024 5:05 am
Forum: Ideas and Suggestions
Topic: Simplify inventory sounds (more like 1.1) or add option
Replies: 9
Views: 838

Re: Simplify inventory sounds (more like 1.1) or add option


Loosely related : https://forums.factorio.com/viewtopic.php?f=6&t=117139


This is my (quoted) thread and I want to be clear that I don't have any problem with the sound effects as is, in contrast to others in this consolidated thread. My suggestion was to even out the levels of the sounds ...
by thedoh
Thu Oct 24, 2024 1:23 pm
Forum: Ideas and Suggestions
Topic: [2.0.10] Text fields have a different feel than v1.1
Replies: 2
Views: 266

[2.0.10] Text fields have a different feel than v1.1

This is an admittedly broad topic, and I have some examples where behaviour is now different, and, in my opinion, a regression.

Example 1 - TAB behaviour in text fields

In Factorio version 1.1, interacting with text fields was different. When deleting achievements, we could use the TAB key to ...
by thedoh
Thu Oct 24, 2024 12:42 pm
Forum: Ideas and Suggestions
Topic: [2.0] It's hard to hear inventory interactions now!
Replies: 1
Views: 227

[2.0] It's hard to hear inventory interactions now!

With the release of Factorio 2.0 and Space Age came a whole new set of sound effects and music. Many of the ones from version 1.1 are changed, including the ones that have to do with interacting with inventories. Taking items from and, putting items into chests has a new sound, and this sound is ...

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