Search found 146 matches

by morsk
Wed Jan 22, 2025 4:04 am
Forum: Gameplay Help
Topic: Train Source Priority Does Nothing
Replies: 0
Views: 226

Train Source Priority Does Nothing

update: This was caused by me creating new 0/1 stations with cut-and-paste, which apparently short-circuits the system.

If I take a 0/0 station and change it to 0/1 after it's built, the priority system works.

I may report this as a bug once I know more about it, in case a developer agrees it's a ...
by morsk
Thu Nov 21, 2024 5:21 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.7] Importing large strings is broken on Linux
Replies: 18
Views: 2822

Re: [raiguard][2.0.7] Importing large strings is broken on Linux

I once helped someone edit blueprint text into Lua inside of a map, and load the map to get the blueprint. It is very silly but if there is no other way you can try this. Any other solution would be better if you can find one!

https://www.reddit.com/r/factorio/comments/1gagq42/alternative_way_to ...
by morsk
Thu Nov 21, 2024 4:34 pm
Forum: Technical Help
Topic: The correct command for long reach is?
Replies: 6
Views: 761

Re: The correct command for long reach is?

/clear will clear the console history displayed on the screen. The lua for it is /c game.player.clear_console() but there's no need to type it when /clear works.

If you want to clear the command history you see by pressing Up and Down in the chat box, I don't know any way to do this except editing ...
by morsk
Wed Nov 20, 2024 9:29 pm
Forum: Duplicates
Topic: [2.0.20] Desync while robo-constructing rails
Replies: 5
Views: 665

Re: [2.0.20] Desync while robo-constructing rails

Whenever I can't upload on a site, I use Microsoft Edge because I have 0 addons or configuration for it, and use it for nothing else.
by morsk
Wed Nov 20, 2024 5:14 pm
Forum: Not a bug
Topic: [2.0.20] Items getting quality in underground belt
Replies: 3
Views: 530

Re: [2.0.20] Items getting quality in underground belt

It's 1 odd red circuit assembler making quality.

quality-red.png
quality-red.png (1.84 MiB) Viewed 513 times
by morsk
Wed Nov 20, 2024 4:06 pm
Forum: Technical Help
Topic: The correct command for long reach is?
Replies: 6
Views: 761

Re: The correct command for long reach is?

I mean it's obvious from your answer that it worked for build & reach distance, but not resource-reach and item-drop, and this is miscommunication. I will add the 2 new ones to the Wiki.
by morsk
Wed Nov 20, 2024 1:34 am
Forum: Pending
Topic: [Lou][2.0.15] Landfill seems to have lost tile data after using the cut tool and cannot be removed
Replies: 7
Views: 918

Re: [2.0.15] Landfill seems to have lost tile data after using the cut tool and cannot be removed

I looked closer at this, and noticed 4 Landfill tiles with no hidden_tile.

But also 11 refined-hazard-concrete-left that have "refined-hazard-concrete-left" as their hidden_tile, and "landfill" as their double_hidden_tile. The hazard concrete has itself as its hidden_tile, suggesting all of this ...
by morsk
Tue Nov 19, 2024 10:47 pm
Forum: Technical Help
Topic: The correct command for long reach is?
Replies: 6
Views: 761

Re: The correct command for long reach is?

These commands still work for long reach. You can see the difference if you zoom out, and try to delete an item at a far corner of the screen. It works.

The change is they don't work in Remote View, because it only does bot requests, not real "reach". I don't know if there's any way to get the old ...
by morsk
Tue Nov 19, 2024 10:32 pm
Forum: Technical Help
Topic: [2.0.8] Slow multiplayer map downloading speed
Replies: 11
Views: 1737

Re: [2.0.8] Slow multiplayer map downloading speed

I had this issue 5 years ago and it was my router. I had to call Verizon and have them change settings so I could connect the router to the modem through Ethernet instead of Coax, and the problem went away.

It is still 1/2 or more Factorio's fault for failing when no other app on my entire home ...
by morsk
Tue Nov 19, 2024 10:12 pm
Forum: Pending
Topic: [Lou][2.0.15] Landfill seems to have lost tile data after using the cut tool and cannot be removed
Replies: 7
Views: 918

Re: [2.0.15] Landfill seems to have lost tile data after using the cut tool and cannot be removed

SvenDaMan wrote: Tue Nov 19, 2024 2:33 pm And if anyone knows how to manually remove it with debug maybe let me know
If you don't want to disable achievements, you can try my mod Fix Old Landfill. It was intended for 1.1 landfill with missing data in 2.0, but should work on this.
by morsk
Tue Nov 19, 2024 3:06 pm
Forum: Ideas and Suggestions
Topic: Spidertron Rocket Launch Priority Targets, please Wube Master
Replies: 9
Views: 1536

Re: Spidertron Rocket Launch Priority Targets, please Wube Master

This would be overpowered on Nauvis for clearing spawners. Maybe it doesn't matter by the point Spidertron is unlocked, usually after artillery.

What challenge there is on Nauvis is clearing spawners & worms without their biter horde absorbing the attack, and this automates it. It will instantly ...
by morsk
Tue Nov 05, 2024 7:21 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.15] Space Age god-controller can't craft copper cable (and many other things)
Replies: 1
Views: 2069

[Twinsen][2.0.15] Space Age god-controller can't craft copper cable (and many other things)

Where

In the hand-crafting interface, when using the god-controller, in Space Age. NOT in Vanilla; Vanilla works as usual.

This is when using " /c game.player.character = nil " to play without a character.
I don't know if this is a bug, but someone noticed it on reddit and I looked into the ...
by morsk
Fri Nov 01, 2024 3:18 am
Forum: Resolved Problems and Bugs
Topic: [2.0.13] Missing localization: "noise-expression.aquilo_elevation"
Replies: 1
Views: 267

[2.0.13] Missing localization: "noise-expression.aquilo_elevation"

What it looks like

Missing localization in the map editor. Other planets have correct localizations for this.


/editor
select Aquilo
Edit map gen settings
Terrain



aquilo-elevation1.png


Cause

Typo of aquilo-elevation instead of aquilo_elevation in space-age.cfg.
I only tested ...
by morsk
Thu Oct 24, 2024 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.9] Error in base mod
Replies: 3
Views: 448

Re: Non-recoverable error.

I didn't think of this on reddit because I hate telling people to delete things, but if you already tried saves, you could delete/backup the local scenarios folder, or the entire user data directory .

This weird control.lua is coming from somewhere but I don't understand it at all. __base__? And it ...
by morsk
Sun Sep 15, 2024 1:13 am
Forum: Ideas and Suggestions
Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
Replies: 7
Views: 1835

Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network


Why not just make the buffer in a normal steel chest?

You can request in the green (or blue) chest, and then use an inserter to move to the steel chest so the items are "committed."
This is too imaginary for me. I can't tell what real situation it would mean for me. I would probably not be using ...
by morsk
Fri Sep 13, 2024 8:58 pm
Forum: Ideas and Suggestions
Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
Replies: 7
Views: 1835

Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network

FFF #428 may solve this indirectly. I'd like to hear opinions on whether this is enough:

It outputs the amount of items needed to satisfy all the logistic requests in the system, including mobile entities like the player and spiders. Importantly (or unfortunately), it does not include items ...
by morsk
Fri Sep 13, 2024 5:49 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 23724

Re: Friday Facts #428 - Reactor & Logistics circuit control

Disabled chests had better not be included in logistics totals. It's already terrible that buffers are counted in totals, and ruins all my logic. If disabled chests are counted, they will interfere with circuits trying to count how many items need to be made.

I like to use buffer chests for ...
by morsk
Sun Sep 08, 2024 10:16 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 53081

Re: Friday Facts #427 - Combat Balancing & Space Age LAN



I don't mind nerfs if they improve the overall balance, but I'm surprised the devs are willing to super-nerf lasers by 66%, but won't nerf endgame beacon spam even when it ruins the game's visual style completely. The beacon truly has a charmed life. (Don't worry beacon fans. It's obviously ...
by morsk
Sun Sep 08, 2024 3:45 am
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 53081

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

I don't mind nerfs if they improve the overall balance, but I'm surprised the devs are willing to super-nerf lasers by 66%, but won't nerf endgame beacon spam even when it ruins the game's visual style completely. The beacon truly has a charmed life. (Don't worry beacon fans. It's obviously never ...
by morsk
Thu Aug 29, 2024 5:23 pm
Forum: Spread the Word
Topic: typo on support/help page
Replies: 0
Views: 846

typo on support/help page

I'm sure this is a wrong forum, but you can just move it to where it belongs. I couldn't find a better place to say this.

https://factorio.com/support/help has missing punctuation:

I linked my Steam to the wrong account
vs.
I linked my Steam to the wrong account.

It is almost pointless but I feel ...

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