Search found 97 matches
- Mon Jul 13, 2026 6:03 pm
- Forum: Duplicates
- Topic: [2.1.9] Nauvis (all planets?) atmosphere rendering issue
- Replies: 1
- Views: 113
[2.1.9] Nauvis (all planets?) atmosphere rendering issue
I'm not a graphics guy so I asked what could be going on with this nauvis atmosphere in https://discord.com/channels/139677590393716737/1292618115573616693 (official factorio #space discord) and someone suggested it might be a floating point error in the shader whatever precisely that means, I ...
- Sun Jun 28, 2026 3:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Quality configs lost in copy paste
- Replies: 4
- Views: 653
Re: [2.1.8] Quality configs lost in copy paste
I figured there was some copy paste update due to 2.1.8 stuff that has some lonely conditional branch which is now being met again for 2.1.9 - any slated date for it yet?
- Sun Jun 28, 2026 6:29 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Quality configs lost in copy paste
- Replies: 4
- Views: 653
[2.1.8] Quality configs lost in copy paste
This is what I copy
This is what is pasted
This can be recreated in a fresh map using /cheat
Am I doing something wrong or is this a bug? It definitely obliterates my workflow.
Am I doing something wrong or is this a bug? It definitely obliterates my workflow.
- Sat Mar 05, 2022 6:40 pm
- Forum: Gameplay Help
- Topic: [SOLVED] Need help with mass deleting chunks (function)
- Replies: 7
- Views: 9587
Re: [SOLVED] Need help with mass deleting chunks (function)
Thank you, but between a mod and a command, I'll take the command. I'm a vanilla *enthusiast* 
Good recs though for those who do mods!
Good recs though for those who do mods!
- Sat Mar 05, 2022 2:22 am
- Forum: Gameplay Help
- Topic: [SOLVED] Need help with mass deleting chunks (function)
- Replies: 7
- Views: 9587
Re: [SOLVED] Need help with mass deleting chunks (function)
No warranty:
/c
ltx = 227
lty = 278
rbx = 597
rby = 3964
for chunk in game.player.surface.get_chunks() do
a = chunk.area
if not (a.left_top.x > ltx and a.right_bottom.x < rbx and
a.left_top.y > lty and a.right_bottom.y < rby) then
game.player.surface.delete_chunk({chunk.x, chunk.y ...
/c
ltx = 227
lty = 278
rbx = 597
rby = 3964
for chunk in game.player.surface.get_chunks() do
a = chunk.area
if not (a.left_top.x > ltx and a.right_bottom.x < rbx and
a.left_top.y > lty and a.right_bottom.y < rby) then
game.player.surface.delete_chunk({chunk.x, chunk.y ...
- Wed Feb 03, 2021 6:31 am
- Forum: Pending
- Topic: [1.1.19] Hang On Save
- Replies: 3
- Views: 2909
[1.1.19] Hang On Save
AssemblyStorm's server is occasionally hanging on connect/save. We have a small amount of rcon code for discord chat sync, but otherwise are 100% vanilla. We launch huge numbers of rockets per week as a goal, so I consider the server to be a pretty important part of the factorio ecosystem. Anyway ...
- Sat Jan 30, 2021 11:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.19] Crash in RichTextHoverManager::handleSpecialItemHover
- Replies: 2
- Views: 3643
- Sat Jan 30, 2021 5:59 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.19] Crash in RichTextHoverManager::handleSpecialItemHover
- Replies: 2
- Views: 3643
[1.1.19] Crash in RichTextHoverManager::handleSpecialItemHover
Apologies for lack of save file but I have no idea whatsoever how to repeat this. I wish I had something more helpful to offer.... Anyway, here is the stack trace:
32622.860 Error CrashHandler.cpp:621: Received SIGSEGV
32631.842 Warning Logger.cpp:526: Symbols.size() == 27, usedSize == 16
Factorio ...
32622.860 Error CrashHandler.cpp:621: Received SIGSEGV
32631.842 Warning Logger.cpp:526: Symbols.size() == 27, usedSize == 16
Factorio ...
- Tue Jan 12, 2021 10:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.8] Crash using new train UI (Train::getStateDescription)
- Replies: 14
- Views: 9309
Re: [1.1.8] Crash using new train UI (Train::getStateDescription)
Thank you, doubly civilized factorian
R4m80 wrote: Tue Jan 12, 2021 9:27 pmworked for me and is only one copy/pastaCode: Select all
/c for _,ent in pairs (game.player.force.get_trains()) do if ent.speed == 0 and ent.manual_mode == false then ent.manual_mode = true ent.manual_mode = false end end
- Tue Jan 12, 2021 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.8] Crash using new train UI (Train::getStateDescription)
- Replies: 14
- Views: 9309
Re: [1.1.8] Crash using new train UI (Train::getStateDescription)
Code tags for civilized people (and fixed unclosed iterator):
Code: Select all
/c
for _,ent in pairs (game.player.force.get_trains()) do
if ent.speed == 0 then
ent.manual_mode = true
end
end
Code: Select all
/c for _,ent in pairs (game.player.force.get_trains()) do
if ent.manual_mode == true
then ent.manual_mode = false
end
end- Sun Jan 10, 2021 4:46 am
- Forum: Duplicates
- Topic: [1.1.8] Crash when clicking Train Station in IR2 (TrainWithMinimap::updateStatusButton)
- Replies: 3
- Views: 2560
[1.1.8] Crash when clicking Train Station in IR2 (TrainWithMinimap::updateStatusButton)
Save file: https://drive.google.com/file/d/1ZlXf6iDxm3k9ruouD4OTlE4zOVCGGFm5/view?usp=sharing
Opening the iron ingot loader station at [gps=17,484] crashes the game.
Opening the iron ingot unloader station at [gps=23,185] crashes the game.
It appears that trying to manually recreate the iron ingot ...
Opening the iron ingot loader station at [gps=17,484] crashes the game.
Opening the iron ingot unloader station at [gps=23,185] crashes the game.
It appears that trying to manually recreate the iron ingot ...
- Fri Aug 14, 2020 9:34 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Linux download 404
- Replies: 5
- Views: 3613
- Fri Aug 14, 2020 9:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Linux download 404
- Replies: 5
- Views: 3613
[1.0.0] Linux download 404
I'm not sure what else to put here. No update messages for 1.0 and I get a 404 on the direct login download like for linux. HALP!
Also you guys are amazing. Thank you for all you do/have done!!!
Also you guys are amazing. Thank you for all you do/have done!!!
- Wed Aug 05, 2020 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Build Queues for every entity and tile type
- Replies: 4
- Views: 2667
Re: Build Queues for every entity and tile type
Not a few hundred lists. Make a hashtable of lists. Each item goes into their own list. If no such list exists yet it gets added to the hashtable. When it becomes empty it gets removed.
The hashtable would allow finding the list for each item in O(1) and also allow iterating through the used ...
- Wed Aug 05, 2020 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Build Queues for every entity and tile type
- Replies: 4
- Views: 2667
Re: Build Queues for every entity and tile type
This would be very useful and solve a really unintuitive problem. The only question is what goes in each group.
Put each new construction request at the beginning of each queue to give it a preemption opportunity. Literally a separate list for every entity type in the game no matter whether it ...
- Tue Aug 04, 2020 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Build Queues for every entity and tile type
- Replies: 4
- Views: 2667
Build Queues for every entity and tile type
I know that it would require a bit more overhead, but imagine a round robin whereby the ghosts were serviced X at a time per tick PER entity type. This way, no particular item type starves, and especially beneficial is that power and robot infrastructure can be built in parallel with all the other ...
- Tue Aug 04, 2020 4:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.42] Biters stop attacking
- Replies: 4
- Views: 3297
Re: [0.18.42] Biters stop attacking
Why do they stop attacking?
This is a rhetorical question. They are pacifist biters. We sat down to smoke before a long journey. I have not asked this question for a long time, at least they did well that such groups disappear over time. Before, I had millions of them, stood and ate UPS.
This ...
- Tue Aug 04, 2020 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.42] Biters stop attacking
- Replies: 4
- Views: 3297
[Oxyd] [0.18.42] Biters stop attacking
Why do they stop attacking? Thousands of units pile together and every time they are aggravated, they just pile to bigger and bigger groups. They never attack only ever despawn after whatever the time window is. There are only a handful of unit groups and the pathfinder does not appear to be wildly ...
- Sun Aug 02, 2020 11:32 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer blueprint sharing
- Replies: 21
- Views: 17512
Re: Multiplayer blueprint sharing
Hm.
First: This is just a guess, wich came in my mind after a beer on a very hot day. Don't take me too serious, just my personal opinion.
The blueprints are complex and playtesting means you need players, that don't know too much about the game. Because if you play-test with experienced players ...
- Sun Aug 02, 2020 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer blueprint sharing
- Replies: 21
- Views: 17512
Re: Multiplayer blueprint sharing
Can you please elaborate? This is quite opaque!ssilk wrote: Sun Aug 02, 2020 8:28 amHm. I don’t think so. I think it either has been forgotten or is now solved in a super clever way.