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)
Search found 69 matches
- 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
- 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 ...
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 ...
- 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 ...
Notice: Unexpected clearActionName after getActionName already called in /var/www/wiki.factorio.com ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
If you make a train and request fuel for the locomotives, you can make a blueprint with the ...
- 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.
Note: This savegame is from bp100-2.1.2 whereas the original savegame is bp100-2.1.1.
- 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 ...
- Thu Dec 05, 2024 4:52 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 23418
Re: Version 2.0.24
Oooh! This is an excellent change! Glad to also see the landmine nerf.Fixed that railguns could get stuck switching targets and not fire.
- 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.
- 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 ...
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 ...
- 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 ...
- 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!
- 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.
- 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).
- 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.
- Thu Oct 31, 2024 1:10 pm
- Forum: Bug Reports
- Topic: [2.0.11] Smart belt dragging places only input underground if obstacle has gap (MR)
- Replies: 8
- Views: 1824
Re: [2.0.11] Smart belts may place only input ghost underground
Here is a clip from AntiElitz's stream today of this occuring in 2.0.13: https://clips.twitch.tv/HelpfulAstutePe ... 3AgunA3G6f
- 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 ...
- 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 ...
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 ...
- 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 ...