Search found 56 matches
- Fri Dec 04, 2020 3:54 pm
- Forum: Releases
- Topic: Version 1.1.5
- Replies: 8
- Views: 13022
Re: Version 1.1.5
So few fixes, stable release is almost there ? No, that was hotfix because of drag building ghost electric poles was accounted for at least 100 crashes within 14h Ha, somewhere on earth, every 1 second a lightning bolt hits Earth. Somewhere else on Earth, every 8min 24 seconds, someone tries to gho...
- Wed Nov 25, 2020 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Fluid box "get_flow" returns wrong value
- Replies: 6
- Views: 502
Re: [boskid] Fluid box "get_flow" returns wrong value
Does this also mean that the FlowRate wont go to 0 on full outputs? i.e a really long pipeline will have those first few pipes full.
- Wed Nov 25, 2020 4:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Fluid box "get_flow" returns wrong value
- Replies: 6
- Views: 502
Re: Fluid box "get_flow" returns wrong value
Yeah its always been like this, been trying for years to work it out. I use the FlowStatistics that the game generates for the graphs, this gives a way to get a flow rate without needing to go through all the offshore pumps on the map. You can get the FlowStatistics rate per tick, and i divide by th...
- Mon Jun 01, 2020 4:04 pm
- Forum: Pending
- Topic: [0.18.28] The game just crashes
- Replies: 11
- Views: 580
Re: [0.18.28] The game just crashes
Just having a look in his log file.
So that save file is 2.64 Gb and Level is 6.48 Gb.
I've not seen a non-modded game have a save file that huge?
Code: Select all
20.751 Loading map F:\Games\Factorio_0.18.28\saves\_autosave2.zip: 2645659023 bytes.
20.774 Loading level.dat: 6482668896 bytes.
I've not seen a non-modded game have a save file that huge?
- Tue May 19, 2020 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 2892
Re: [0.18.22] Modded game won't load.
Hey, Quick question im sure I can test this with my mod. What does this fix, fix exactly? The old version of my mod, used to store every water tiles position, type, and some other mod variables in a table when a offshore pump was placed in a water area, as you can imagine, this table could be huge, ...
- Thu Mar 12, 2020 3:51 pm
- Forum: Duplicates
- Topic: [0.18.12] Tank rendered under foliage
- Replies: 2
- Views: 209
Re: [0.18.12] Tank rendered under foliage
Ha ha reminds me of the Mirage Tank from Command & Conquer!
- Fri Mar 06, 2020 4:56 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 9583
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
The only slight tweak I would make here. Satisfaction shoude change to Demand. It should be the electric network is demanding 38.7 GW of power, and producing 38.7 GW of power. I believe this is the standard wording for power networks. It always confuses me what satisfaction is when i initally look, ...
- Fri Feb 28, 2020 11:34 am
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 8634
Re: Friday Facts #336 - Offshore pump redesign
Looks cool. I take it, its just a redisgned on the graphics, the entity hasn't been changed? Looking at the redisign, i also take it that the offshore pump, will report that its been built on a land tile not a water tile? Or will it still show that its been built on water when checking? Can the colo...
- Fri Dec 06, 2019 7:19 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 18038
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Have to agree with others here, the noise on those leaves, is rather distracting and overall doesn't look that nice. If you keeps your eyes centered, then you can see the wave effect going on and almost predict where its going to be next. I think it needs to be a bit more random. When ever Ive been ...
- Fri Sep 20, 2019 1:57 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 10944
Re: Friday Facts #313 - Light at the end of the bug tunnel
This is a race between getting my mod to 0.7 or Factorio going 0.17 stable, its going to be close i think!
Guess its time to start working on those 1700+ Minor Issues right!
Guess its time to start working on those 1700+ Minor Issues right!

- Thu Sep 19, 2019 3:02 pm
- Forum: Pending
- Topic: [0.17.68] Crash: "Pump::update()"
- Replies: 3
- Views: 436
Re: [0.17.68] Crash: "Pump::update()"
Looking at the logs, and knowing what the past few updates have done.
Looks like WaterWell Mod is the culprit, I bet its something to do with the bounding boxes on pumps being changed?
Looks like WaterWell Mod is the culprit, I bet its something to do with the bounding boxes on pumps being changed?
- Fri Aug 23, 2019 1:52 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 291
- Views: 35130
Re: Friday Facts #309 - Controversial opinions
Nice to hear about some of these, I think Adventure mode in particular would be great. If we think about the start of the game, you crash land from a spaceship, you could start with only a basic level of knowledge, some of this could then unlock as you get through some basic recipes, but some of the...
- Sun Jul 14, 2019 12:02 am
- Forum: Modding help
- Topic: Migrated Content Event ?
- Replies: 2
- Views: 306
Migrated Content Event ?
Hello Modders! Simple enough question really. Is there an event that gets raised when Factorio shows the Migrated Content window? Specifically I'm looking for an event that gets raised which would contain the entities that have been removed from the save file. Having issues with my mod, if Factorio ...
- Tue Jun 18, 2019 12:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Biters not attacking at the same frequency after patch
- Replies: 6
- Views: 2708
Re: [0.17.49] Biters not attacking at the same frequency after patch
Most likely realted to this big fix : 71865
Wonder if the code is being a bit to hard on limiting the amount of attacks?
Wonder if the code is being a bit to hard on limiting the amount of attacks?
- Fri Apr 05, 2019 3:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.25] Production values displayed incorrectly
- Replies: 6
- Views: 1564
Re: [0.17.25] Production values displayed incorrectly
Dont think this is a bug. Some maths. ~65 hrs = 3900 minutes 4.3k/m Wires = 16770000 wires in 65 hours 250 hours = 15000 minutes 1677000 / 15000 = 1.118 k/m Wires 1000 hours = 60000 minutes 167700 / 60000 = 279.5 m Wires So the maths adds up to your images. The graphs show the average for the timesp...
- Sun Mar 17, 2019 2:23 am
- Forum: Pending
- Topic: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map
- Replies: 2
- Views: 375
Re: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map
So I've been doing a bit of investigation. This looks to be an error in the initialization phase. The mod onit function sets up a list of global variables and tables. It seems that when in a scenario, the init function is messing up my global.LandFill table and filling it with 4000 entries, thus cau...
- Wed Mar 13, 2019 12:43 am
- Forum: Pending
- Topic: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map
- Replies: 2
- Views: 375
[0.17.11] Inconsistant Mod Behaviour on Custom Created Map
What After creating a custom map in 17.11, my mod behaves inconsistently. The mod when after 80% of a fluid area is used, starts to replace the tiles in the fluid area with land tiles, it saves all the tiles locations to a global table, which is unique. In a newly made custom map, the mod doesn't w...
- Tue Mar 12, 2019 1:23 pm
- Forum: Not a bug
- Topic: [0.17.11] Disabled Inserter unloads on to train
- Replies: 8
- Views: 1055
Re: [0.17.11] Disabled Inserter unloads on to train
I believe this is working as intended. Jogged my memory on this one and i found the bug report from way back when. https://forums.factorio.com/viewtopic.php?f=11&t=49170 https://forums.factorio.com/viewtopic.php?f=3&t=50029 https://forums.factorio.com/viewtopic.php?f=3&t=50079 They did for a short a...
- Sun Mar 10, 2019 3:07 pm
- Forum: Modding help
- Topic: [0.17.09] MODDING - Offshore Pump Fluid Type Not Respected or Locked
- Replies: 2
- Views: 339
[0.17.09] MODDING - Offshore Pump Fluid Type Not Respected or Locked
What My mod uses a modified offshore pump to output crude oil. The entity has been deep copied from base, and had its fluid type changed to crude-oil. local offshorecrudeoil = table.deepcopy(data.raw["offshore-pump"]["offshore-pump"]) offshorecrudeoil.name = "offshore-crude-oil-pump" offshorecrudeo...
- Tue Mar 05, 2019 11:41 pm
- Forum: Modding interface requests
- Topic: Allow Entity Offshore-Pump to have fluid = nil flag
- Replies: 0
- Views: 213
Allow Entity Offshore-Pump to have fluid = nil flag
Hello, Please could you allow the fluid = "water" flag to be nil or "None" on the Offshore-Pump entity type. If you set this to nil currently, Factorio complains that the flag is missing. Because of the new fluid mixing logic my modified pump, an "Offshore-Drain" now backfills any pipes attached to ...