Search found 353 matches
- Tue Oct 29, 2024 6:20 pm
- Forum: Releases
- Topic: Version 2.0.11
- Replies: 25
- Views: 12302
Re: Version 2.0.11
where would the files for the "base mod" be located? even with a fresh install of the 2.0.12 update, my game tried to load the 2.0.10 base mod and therefore, refuses to start If that's true, then I don't think you actually had a fresh install. Keep in mind, reinstalling a game on Steam do...
- Thu Oct 24, 2024 7:08 am
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 28
- Views: 48463
Re: Version 2.0.7
https://lua-api.factorio.com/latest/cla ... types.htmlLightningMaster wrote: ↑Thu Oct 24, 2024 3:59 am Hi there,
I had a hard time trying to find game.entity_prototypes in LuaGameScript. it just disappears from the doc and I dont see it in the change log. where can I find an alternative method to get all the prototypes?
- Tue Oct 22, 2024 6:22 pm
- Forum: Won't implement
- Topic: [2.0.8] Missleading error on recipe proto about missing icon when recipe has normal/expensive defined.
- Replies: 4
- Views: 177
Re: [2.0.8] Missleading error on recipe proto about missing icon when recipe has normal/expensive defined.
1/ You are showing error for "stacked-steel-plate" but data for "stacked-copper-cable" 2/ `icon` is required when `icons` are not given. Not a bug. Yeah, that was me just copying one of the recipes in the file. The exact name didn't matter since the issue was on the misleading e...
- Tue Oct 22, 2024 5:50 pm
- Forum: Won't implement
- Topic: [2.0.8] Missleading error on recipe proto about missing icon when recipe has normal/expensive defined.
- Replies: 4
- Views: 177
[2.0.8] Missleading error on recipe proto about missing icon when recipe has normal/expensive defined.
This is debatable as to it being a bug or not, but it's a very misleading error to me and had me scratching my head for a few minutes about it. The error in question: Error ModManager.cpp:1733: Error while loading recipe prototype "stacked-copper-plate" (recipe): Key "icon" not f...
- Mon Oct 21, 2024 8:44 pm
- Forum: Releases
- Topic: Version 2.0.8
- Replies: 13
- Views: 11223
Re: Version 2.0.8
Enqueue is not a word in the English language, as far as I know. Typically it would be "Add to queue." It's easy enough to understand, but I thought I was seeing something Spanish the first time I read it. Except it is: https://www.collinsdictionary.com/dictionary/english/enqueue There's ...
- Fri Sep 29, 2023 3:06 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105718
Re: Friday Facts #378 - Trains on another level
This is my single most wanted feature. I've been hoping for this for many years.
It's a dream come true!
Its so great I can't find the right words for it.
The only thing left on my wishlist is native electric trains.
It's a dream come true!
Its so great I can't find the right words for it.
The only thing left on my wishlist is native electric trains.
- Sun Sep 05, 2021 1:30 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183581
Re: i haven't read the past 13page messages; so appologies if it's already mentioned.
Factorio 2 - Now a First Person "shooter". No top down view until you research drones that fly above you and look down. Try building your megafactory in first person view only. :) I know you're joking, but building your megafactory in first person is exactly how you do it in Satisfactory....
- Tue Dec 15, 2020 6:55 am
- Forum: Not a bug
- Topic: [1.1.6] Logistics Robots hover without doing anything despite having quite a lot of stuff to do
- Replies: 3
- Views: 1626
Re: [1.1.6] Logistics Robots hover without doing anything despite having quite a lot of stuff to do
It looks like they're all waiting to recharge. (I only looked at the video, not the save.) A roboport can only charge 4 bots at once. And it's not exactly 'fast' when you scale it up. Them forming a circle around it is standard "waiting to recharge" formation. You just put something down t...
- Sat Dec 05, 2020 6:55 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245173
Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
May I please request a 1.1 update so it works with the latest version of factorio? I'm sorry i dont know how mods work well enought to submit a github thingo. If I could I would. Thanks and many thanks for supporting the mod! It was update for 1.1 10 days ago. https://mods.factorio.com/mod/deadlock...
- Thu Dec 03, 2020 3:54 am
- Forum: Releases
- Topic: Version 1.1.3
- Replies: 10
- Views: 14669
Re: Version 1.1.3
This might not belong here, but it is related to 1.1.3. I was looking for some insights into a mod that I have provided assistance with, and I was trying to determine if there is an easy way to prevent handcrafting of certain items, because the recipe creates more than one stack when completed, and...
- Mon Nov 30, 2020 8:09 pm
- Forum: Not a bug
- Topic: [1.1.2] Walls with a hidden entity in the same tile prevent placement with other walls.
- Replies: 2
- Views: 1413
Re: [1.1.2] Walls with a hidden entity in the same tile prevent placement with other walls.
Thanks. You're completely right. Works perfectly when changed.
- Mon Nov 30, 2020 4:28 pm
- Forum: Not a bug
- Topic: [1.1.2] Walls with a hidden entity in the same tile prevent placement with other walls.
- Replies: 2
- Views: 1413
[1.1.2] Walls with a hidden entity in the same tile prevent placement with other walls.
I asked on the modding discord and Honktown helped me narrow it down. The cause is most likely the change in 1.1 for "Fixed that players could be stuck in walls when building them." So the mod in question is Solar Walls . I'm updating it to 1.1 and I believe there's a bug will walls that p...
- Thu Nov 26, 2020 5:21 pm
- Forum: Won't fix.
- Topic: [1.1.1] New Tips window gets cut off or stretched at the bottom if game window is too small
- Replies: 3
- Views: 2085
- Thu Nov 26, 2020 4:01 pm
- Forum: Not a bug
- Topic: Logic combinators don't stop on power loss
- Replies: 4
- Views: 2108
Re: Logic combinators don't stop on power loss
Yes that was also my situation. It would be nice to have some signal for power loss, or signal output on the power switch for reading its state of open or closed. Read from an accumulator. If stored power drops below 100%, you're using more power than you're generating. Engage backup power. It's al...
- Thu Nov 26, 2020 2:51 am
- Forum: Won't implement
- Topic: info.json factorio_version should support more as one version
- Replies: 7
- Views: 3576
Re: info.json factorio_version should support more as one version
while the wiki states that: Mods with the factorio_version "0.18" can also be loaded in 1.0 and the mod portal will return them when queried for factorio_version 1.0 mods. i find this very unintuitive and confusing, both for players and modders, resulting in the hard-to-navigate mods page...
- Tue Nov 24, 2020 9:30 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 147876
Re: Version 1.1.0
Really weird no one here is talking about Transport belt drag building is locked into a line, can be turned off by an interface setting. I personally love it, but I'd like to have it under (modifier) hotkey or shortcut. It just feels weird it behaves differently for belts than other entities and tu...
- Tue Nov 24, 2020 6:54 pm
- Forum: Duplicates
- Topic: [1.1.0] Failed to load mods list
- Replies: 1
- Views: 1204
- Tue Nov 24, 2020 4:19 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 147876
Re: Version 1.1.0
I'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't ...
- Tue Nov 24, 2020 2:51 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 147876
Re: Version 1.1.0
But the whole point is that while the old quickbar did contain items, the new one (i.e. new a few versions ago) actually contains shortcuts. Trying to make it look like it contains items just increases the confusion. My original complaint was based on a reading of the change-log. Now an hour of act...
- Mon Nov 23, 2020 11:12 pm
- Forum: Won't fix.
- Topic: [1.1.0] Update does not appear to be available
- Replies: 7
- Views: 2999
Re: [1.1.0] Update does not appear to be available
Correct. It was removed due to causing issues. Here's the bug report for the issue: https://forums.factorio.com/viewtopic.php?f=7&t=91658 And here's the post about disabling the update package: https://forums.factorio.com/viewtopic.php?p=521967#p521967 There are some updater problems, so we have...