Search found 3870 matches
- Mon May 12, 2025 5:22 pm
- Forum: Releases
- Topic: Version 2.0.49
- Replies: 2
- Views: 325
Re: Version 2.0.49
Was it a bug?
That might be a nice feature for power source management for mods.
https://lua-api.factorio.com/2.0.7/types/ElectricUsagePriority.html
It was never supposed to be possible to set but there was check missing and somehow it did not crash, in 2.0.48 it started crashing because when ...
- Mon May 12, 2025 1:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.48] Crash during autosave (LogisticFilter::save)
- Replies: 3
- Views: 192
Re: [boskid][2.0.48] Crash during autosave (LogisticFilter::save)
Thanks for the report. Issue is now fixed for 2.0.49.
- Mon May 12, 2025 12:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.48] Crash during autosave (LogisticFilter::save)
- Replies: 3
- Views: 192
Re: [2.0.48] Crash during autosave (LogisticFilter::save)
Welcome on forums. Do you have a save file that i could take a look at?
- Sun May 11, 2025 8:13 pm
- Forum: Won't implement
- Topic: API request: add a spent_result to AmmoItemPrototype
- Replies: 5
- Views: 161
Re: API request: add a spent_result to AmmoItemPrototype
Absolutely no, there are absolutely no chances of this being implemented because it would be just a buggy mess that everyone would quickly start complaining about as being unreliable.
Take a look at this:
1/ Craft 1 magazine (it has 10 bullets).
2/ Shoot 7 times
3/ Put that magazine into a chest.
4 ...
Take a look at this:
1/ Craft 1 magazine (it has 10 bullets).
2/ Shoot 7 times
3/ Put that magazine into a chest.
4 ...
- Sun May 11, 2025 7:49 pm
- Forum: Technical Help
- Topic: [2.0.11] Trying to port Nauvis Post Collapse to 2.0
- Replies: 6
- Views: 641
Re: [2.0.11] Trying to port Nauvis Post Collapse to 2.0
Any news about how to fix that ?
Assuming you are on factorio version 2.0.29 or newer:
1/ Unzip a a save file
2/ open `control.lua` inside of extracted save using a text editor
3/ replace content of it with this:
require('__base__/script/freeplay/control.lua')
4/ save
5/ zip that directory ...
- Sun May 11, 2025 6:36 pm
- Forum: Duplicates
- Topic: [2.0.47] Error changing circuit network signal "MultiplayerManager failed: "Import from malformed""
- Replies: 2
- Views: 154
- Sun May 11, 2025 11:29 am
- Forum: Not a bug
- Topic: [boskid] Assembler working animation continues for 1 additional tick after finishing
- Replies: 4
- Views: 179
Re: [boskid] Assembler working animation continues for 1 additional tick after finishing
I cannot guarantee anything about animation alignment because crafting progress is stored as `double` while animation progress is stored as fixed point with a precision of 1/256th of animation frame progress. Reason why crafting is not measured in ticks is that we also have to account for various ...
- Sun May 11, 2025 10:55 am
- Forum: Not a bug
- Topic: [boskid] Assembler working animation continues for 1 additional tick after finishing
- Replies: 4
- Views: 179
Re: [boskid] Assembler working animation continues for 1 additional tick after finishing
Welcome in the world of floating point errors where i have to explain why this is Not a bug.
I looked at the assembler's crafting code and assembler's animation code and here is what i found: Recipe you have is indeed specified to craft in 24 ticks, however when assembling machine is working, after ...
I looked at the assembler's crafting code and assembler's animation code and here is what i found: Recipe you have is indeed specified to craft in 24 ticks, however when assembling machine is working, after ...
- Sat May 10, 2025 7:54 pm
- Forum: Outdated/Not implemented
- Topic: [2.0.47] (Bug/Suggestion) Speed Modules have far more quality reduction than normal, please keep this.
- Replies: 1
- Views: 109
Re: [2.0.47] (Bug/Suggestion) Speed Modules have far more quality reduction than normal, please keep this.
Its just a tooltip mistake that is fixed for 2.0.48 due to 128464.
- Sat May 10, 2025 5:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] copy-pasted offshore-pump ghost is missing fluid information
- Replies: 4
- Views: 555
Re: [2.0.47] copy-pasted offshore-pump ghost is missing fluid information
For 2.0.48 i added LuaEntityPrototype::fluid_source_offset read.SWeini wrote: Thu May 08, 2025 4:50 am Regarding OffshorePumpPrototype.fluid_source_offset, was I just blind or is this really missing from runtime stage API?
- Sat May 10, 2025 5:20 pm
- Forum: Implemented mod requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 9
- Views: 667
Re: Add "accepted_seeds" or seed categories to agricultural-tower
2.0.48 - AgriculturalTowerPrototype::accepted_seeds
- Sat May 10, 2025 1:10 pm
- Forum: Modding interface requests
- Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
- Replies: 7
- Views: 1057
Re: Add PlanetPrototype.LightningProperties.start_time and end_time
From possible options, i think the most easy for me to implement would be to add SurfacePropertyID into LightningProperties - if it would be set, then amount of lightnings would be controlled by that surface property. This value could then be set by PlanetPrototype::surface_properties or set/changed ...
- Sat May 10, 2025 12:50 pm
- Forum: Modding interface requests
- Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
- Replies: 7
- Views: 1057
Re: Add PlanetPrototype.LightningProperties.start_time and end_time
Which, by the way, should be bundled in a table. Changing only one rarely makes sense, but trying to change them one by one olny ever causes problems .
I see. That is a reasonable modding interface request, independent of this topic. Ability to change all 4 daytime points is implemented for 2.0 ...
- Sat May 10, 2025 11:04 am
- Forum: Technical Help
- Topic: [2.0.47][SA] Corrupt map. Unknown decorative ID: 42752.
- Replies: 8
- Views: 438
Re: [2.0.47][SA] Corrupt map. Unknown decorative ID: 42752.
This looks like yet another case of a memory corruption, one chunk on fulgora had 2 decoratives from which first one was corrupted.
A fixed save file where i just deleted all decoratives on the affected chunk:
A fixed save file where i just deleted all decoratives on the affected chunk:
- Sat May 10, 2025 9:00 am
- Forum: Modding interface requests
- Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
- Replies: 7
- Views: 1057
Re: Add PlanetPrototype.LightningProperties.start_time and end_time
Currently amount of lightnings generated is based on the surface's darkness - its not quite the same as LuaSurface::darkness because the darkness used for lightnings is not capped by a value set by LuaSurface::min_brightness. Primary issue is that right now the darkness is 0 at day and 1 at night ...
- Sat May 10, 2025 6:45 am
- Forum: Bug Reports
- Topic: [2.0.47] Inserters won't unload from automated train
- Replies: 2
- Views: 188
Re: [2.0.47] Inserters won't unload from automated train
Welcome on forums. There are no bugs here with the inserters. A train in automatic mode can only be interacted with when it is "in station" however your trains have empty schedule so they do not recognize the spot they are standing as being their station. When a train is in manual mode then ...
- Sat May 10, 2025 4:42 am
- Forum: Duplicates
- Topic: [2.0.47] Speed module quality penalty displayed at x10
- Replies: 1
- Views: 106
- Fri May 09, 2025 1:30 pm
- Forum: Modding interface requests
- Topic: Allow loadfile() when require() would be allowed
- Replies: 4
- Views: 198
Re: Allow loadfile() when require() would be allowed
What exactly makes `require()` unusable in your case?
- Thu May 08, 2025 1:28 pm
- Forum: Outdated/Not implemented
- Topic: 45 degree train ramps
- Replies: 1
- Views: 124
Re: 45 degree train ramps
Welcome on forums. Answer to your question is No. 126805
- Wed May 07, 2025 5:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserter stuck inserting into lab with extreme research cost
- Replies: 1
- Views: 615
Re: [boskid][2.0.47] Inserter stuck inserting into lab with extreme research cost
Thanks for the report. I made labs have an extra margin of 4*max inserter hand size to account for this modded case. Issue is now fixed for 2.0.48.