Search found 143 matches
- Wed Nov 20, 2024 9:29 pm
- Forum: Bug Reports
- Topic: [2.0.20] Desync while robo-constructing rails
- Replies: 2
- Views: 69
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.
- Wed Nov 20, 2024 5:14 pm
- Forum: Not a bug
- Topic: [2.0.20] Items getting quality in underground belt
- Replies: 3
- Views: 113
Re: [2.0.20] Items getting quality in underground belt
It's 1 odd red circuit assembler making quality.
- Wed Nov 20, 2024 4:06 pm
- Forum: Technical Help
- Topic: The correct command for long reach is?
- Replies: 5
- Views: 199
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.
- Wed Nov 20, 2024 1:34 am
- Forum: Assigned
- Topic: [Lou][2.0.15] Landfill seems to have lost tile data after using the cut tool and cannot be removed
- Replies: 6
- Views: 214
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, sugges...
- Tue Nov 19, 2024 10:47 pm
- Forum: Technical Help
- Topic: The correct command for long reach is?
- Replies: 5
- Views: 199
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...
- Tue Nov 19, 2024 10:32 pm
- Forum: Technical Help
- Topic: [2.0.8] Slow multiplayer map downloading speed
- Replies: 10
- Views: 666
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 netw...
- Tue Nov 19, 2024 10:12 pm
- Forum: Assigned
- Topic: [Lou][2.0.15] Landfill seems to have lost tile data after using the cut tool and cannot be removed
- Replies: 6
- Views: 214
Re: [2.0.15] Landfill seems to have lost tile data after using the cut tool and cannot be removed
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.
- Tue Nov 19, 2024 3:06 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Rocket Launch Priority Targets, please Wube Master
- Replies: 7
- Views: 743
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...
- Tue Nov 05, 2024 7:21 pm
- Forum: Bug Reports
- Topic: [2.0.15] Space Age god-controller can't craft copper cable (and many other things)
- Replies: 0
- Views: 114
[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 t...
- 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: 150
[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 English (en/space-age.cf...
- Thu Oct 24, 2024 8:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.9] Error in base mod
- Replies: 3
- Views: 252
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'...
- 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: 1262
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 b...
- 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: 1262
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 needed ...
- Fri Sep 13, 2024 5:49 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 16467
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 construc...
- Sun Sep 08, 2024 10:16 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 34349
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 g...
- Sun Sep 08, 2024 3:45 am
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 34349
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 go...
- Thu Aug 29, 2024 5:23 pm
- Forum: Spread the Word
- Topic: typo on support/help page
- Replies: 0
- Views: 595
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 ir...
- Fri Jul 12, 2024 3:59 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 21908
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
I'm glad there aren't ugly scanlines or lense flares on the Display Panel. Am I correct that Remote View removes the ugly scanline "vignette" currently on the map view? (I hacked the shader to remove it years ago, so actually I have no idea if it still exists. But I assume it isn't gone ye...
- Thu Jul 11, 2024 1:26 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 49899
Re: Friday Facts #418 - Space Age release date
Do we know what hour and timezone the expansion releases on? I find it entertaining to put countdowns to games on my phone screens, and I enjoy the absurdity of counting hours if possible. "102" days is just not as entertaining as "101 days, XX hours, XX minutes".
- Fri May 03, 2024 10:44 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36250
Re: Friday Facts #409 - Diminishing beacons
Ok, you are either treating us like we are stupid or hiding real reason for this change. What you did won't change designs. More beacons is still better... If you truly wished for cutting their number, you would code hard limits on assemblers and other devices. Just like it is with efficiency but f...