Search found 431 matches
- Sat Mar 29, 2025 11:29 pm
- Forum: Not a bug
- Topic: [2.0.43] Gun/Laser Turrets have 4 idle directions, game thinks they have 8
- Replies: 1
- Views: 152
[2.0.43] Gun/Laser Turrets have 4 idle directions, game thinks they have 8
Unmodded Factorio 2.0, pressing "R" to rotate the gun turret (or the laser turret) when they're in an idle state produces a rotation some of the time.
- Sat Jan 11, 2025 8:10 am
- Forum: Ideas and Suggestions
- Topic: Quality wagons do NOT need to break designs
- Replies: 2
- Views: 384
Re: Quality wagons do NOT need to break designs
They added it as a modding option, rather than a vanilla feature. Almost a week ago.- Tue Dec 17, 2024 3:14 am
- Forum: Modding discussion
- Topic: Clarification on the use of Space Age sprites in mods targeting both Base/SA
- Replies: 3
- Views: 1362
Re: Clarification on the use of Space Age sprites in mods targeting both Base/SA
Now that the frenzy of dev work after the initial launch seems to be calming down... bump? :D
And I will note that as I mentioned, the bifurcated mod Prismatic Belts with a separate Prismatic Belts: Space Age that is just an asset mod, on which Prismatic Belts has an optional dependency, is as ...
And I will note that as I mentioned, the bifurcated mod Prismatic Belts with a separate Prismatic Belts: Space Age that is just an asset mod, on which Prismatic Belts has an optional dependency, is as ...
- Tue Dec 17, 2024 2:56 am
- Forum: Won't fix.
- Topic: [2.0.26] RollingStock picture frame selection discontinuities when transitioning on/off the rail ramp
- Replies: 4
- Views: 393
Re: [2.0.26] RollingStock picture frame selection discontinuities when transitioning on/off the rail ramp
Windows Snip tool!IsaacOscar wrote: Tue Dec 17, 2024 2:35 am
Completely off topic, but how did you make those cool little videos?
- Tue Dec 17, 2024 2:17 am
- Forum: Won't fix.
- Topic: [2.0.26] RollingStock picture frame selection discontinuities when transitioning on/off the rail ramp
- Replies: 4
- Views: 393
[2.0.26] RollingStock picture frame selection discontinuities when transitioning on/off the rail ramp
There are several discontinuities in sprite frame selection when a rolling stock entity is transitioning on/off the base of a rail ramp.
A) Shadow Discontinuity
https://forums.factorio.com/download/file.php?id=96773
There is a discontinuity in the rolling stock shadow at the base of the ramp ...
A) Shadow Discontinuity
https://forums.factorio.com/download/file.php?id=96773
There is a discontinuity in the rolling stock shadow at the base of the ramp ...
- Sun Nov 10, 2024 6:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.16][Crash] Invalid UTF-8 Sequence when filtering in Mod Manager
- Replies: 5
- Views: 4036
Re: [Hrusa][2.0.16][Crash] Invalid UTF-8 Sequence when filtering in Mod Manager
Hi,
I've looked into it and it appears to be one of the ü in the Mod description. If you erase or re-type it, it should not crash the game anymore.
Also, the mod just straight up doesn't work even if you manage to load it in. The API has changed between 1.1 and it seems Armor-MK4 has not been ...
- Fri Nov 08, 2024 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.16][Crash] Invalid UTF-8 Sequence when filtering in Mod Manager
- Replies: 5
- Views: 4036
[Hrusa][2.0.16][Crash] Invalid UTF-8 Sequence when filtering in Mod Manager
When attempting to search in the
Reproduction Steps:
Start Factorio with a mod named Armor-MK4.
Select "Manage Mods"
CTRL+F to enter the search box, then typing "a", "r", and then trying to type "t"
This happens regardless of how one entered the Mod Manager, whether during a startup error ...
Reproduction Steps:
Start Factorio with a mod named Armor-MK4.
Select "Manage Mods"
CTRL+F to enter the search box, then typing "a", "r", and then trying to type "t"
This happens regardless of how one entered the Mod Manager, whether during a startup error ...
- Tue Oct 29, 2024 2:57 am
- Forum: Implemented mod requests
- Topic: [2.0.11] Loader does not support freezing
- Replies: 4
- Views: 758
Re: [2.0.11] Loader does not support freezing
I've attached a mod with sprites for debugging purposes. 

- Tue Oct 29, 2024 2:53 am
- Forum: Implemented mod requests
- Topic: [2.0.11] Loader does not support freezing
- Replies: 4
- Views: 758
Re: [2.0.11] Loader does not support freezing
Modding interface requested disguised as bug report. Added for 2.0.12 however due to lack of sprites i was unable to test if its actually working and loaders are really tricky beasts in terms of freezing (they are TransportBeltConnectable which supports freezing to stop belts moving, but they are ...
- Tue Oct 29, 2024 2:41 am
- Forum: Ideas and Suggestions
- Topic: Factorio version Filter in mod portal
- Replies: 4
- Views: 409
Re: Factorio version Filter in mod portal
Whenever I load the mod portal it filters for 1.1.Rseding91 wrote: Tue Oct 29, 2024 2:37 am As far as I know, it should already work like that. So if it isn’t, something has gone wrong.
- Sun Oct 27, 2024 11:57 am
- Forum: Implemented mod requests
- Topic: [2.0.11] Loader does not support freezing
- Replies: 4
- Views: 758
Re: [2.0.11] Loader does not support freezing
Oh, my bad. The belt freezes properly already, just the loader itself wasn't.
- Sun Oct 27, 2024 12:54 am
- Forum: Implemented mod requests
- Topic: [2.0.11] Loader does not support freezing
- Replies: 4
- Views: 758
[2.0.11] Loader does not support freezing
The LoaderPrototype graphics are defined using the LoaderStructure prototype, but it lacks entries for freezing.
Compare the UndergroundBeltStructure and the LoaderStructure .
I would expect the following properties to be available to the LoaderStructure prototype:
frozen_patch_in :: Sprite4Way ...
Compare the UndergroundBeltStructure and the LoaderStructure .
I would expect the following properties to be available to the LoaderStructure prototype:
frozen_patch_in :: Sprite4Way ...
- Sat Oct 26, 2024 8:50 pm
- Forum: Assigned
- Topic: [v453000][2.0.11] Turbo Transport Belt Spritesheet has misaligned frame for all types
- Replies: 2
- Views: 602
[v453000][2.0.11] Turbo Transport Belt Spritesheet has misaligned frame for all types
All transport belt sprite sheets can be aligned to one another, as they all share a common sequence of 8 frames to advance the belt one full position. If you watch the turbo transport belt, there is a slight stutter in the animation playback that is occasionally visible.
This is the offending ...
This is the offending ...
- Tue Oct 22, 2024 5:06 am
- Forum: Modding discussion
- Topic: Clarification on the use of Space Age sprites in mods targeting both Base/SA
- Replies: 3
- Views: 1362
Re: Clarification on the use of Space Age sprites in mods targeting both Base/SA
As an addendum, I will note that:
There is nothing stopping a player without Space Age from finding the Space Age constrained mod on the Mod Portal and downloading it, and modifying it locally.
There is nothing stopping a player from finding the mod on its public repository (GitHub, GitLab) and ...
There is nothing stopping a player without Space Age from finding the Space Age constrained mod on the Mod Portal and downloading it, and modifying it locally.
There is nothing stopping a player from finding the mod on its public repository (GitHub, GitLab) and ...
- Tue Oct 22, 2024 4:57 am
- Forum: Modding discussion
- Topic: Clarification on the use of Space Age sprites in mods targeting both Base/SA
- Replies: 3
- Views: 1362
Clarification on the use of Space Age sprites in mods targeting both Base/SA
I am the mod author for the Artisanal Reskins series and several other mods that are primarily reskin mods.
There are a variety of comments from Wube developers on the Space Age discord around the inclusion of Space Age assets in mods that do not require the Space Age executable.
The general ...
There are a variety of comments from Wube developers on the Space Age discord around the inclusion of Space Age assets in mods that do not require the Space Age executable.
The general ...
- Thu Jan 12, 2023 3:17 pm
- Forum: Releases
- Topic: Version 1.1.75
- Replies: 17
- Views: 17189
Re: Version 1.1.75
Modding
Added LoaderPrototype::allow_rail_interaction and allow_container_interaction.
Interesting, especially the "rail interaction" part. Any details/docs?
Does "containers" also include non-container entities with an inventory, e.g. crafting machines?
When did native loaders ...
- Thu Apr 28, 2022 6:16 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 47166
Re: [1.1] Bob's Mods: General Discussion
Would it be fine to build "addon mods," as it were, which piggyback off the library and other bob's mods code, without actually containing any of that code within themselves? There's some convenient functions in there that would be nice to work with while I'm starting out, but I don't want to ...
- Mon Feb 21, 2022 7:46 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 155156
Re: Friday Facts #367 - Expansion news
if the number of replies and views are any indication, i think most people have forgotten about the plans to release DLC for Factorio.
63% more replies and 7000 less views than the Friday Facts from last June, and 30%/57% the number of views/replies as the Friday Facts announcing their future ...
- Fri Feb 18, 2022 1:27 am
- Forum: Outdated/Not implemented
- Topic: Suggestion to change Whitelist/Blacklist terms
- Replies: 57
- Views: 20938
- Thu Feb 17, 2022 11:39 pm
- Forum: Outdated/Not implemented
- Topic: Suggestion to change Whitelist/Blacklist terms
- Replies: 57
- Views: 20938
Re: Rename all references to "master/slave" nomenclature
It's not. You've been conditioned to jump at shadows, and are doing so now.