Search found 70 matches
- Thu Jan 16, 2025 5:15 pm
- Forum: Releases
- Topic: Version 2.0.31
- Replies: 2
- Views: 7840
Re: Version 2.0.31
Has the Issue of "Landmines cause Space Platforms to have Donut Holes" Issue been addressed yet at all? I do not think I have seen anything mentioning that Issue in the changelogs of the past months.
Please note that I am not talking about the nerf part of that change back then, i am talking ...
- Fri Jun 14, 2024 4:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.107] Desync when using request_to_generate_chunks
- Replies: 15
- Views: 6852
Re: [1.1.107] Desync when using request_to_generate_chunks
For reference, this bug got a writeup in FFF #415.
- Mon Jan 01, 2024 6:17 pm
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 19188
Re: Friday Facts #391 - 2023 recap
In the original announcement of the switch version it explicitly said no mod support. Besides all the issues dustyvilla raised, the switch hardware is not very powerful and would not be able to handle many big mods well.
- Mon Dec 19, 2022 3:18 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 79814
Re: Personal robots prioritizing nearest first
If you're good with mods, there was once a mod that tried to bluff this behavior by dynamically changing the build radius of the personal roboports. I don't remember what it was called, though, and it does add some runtime overhead.
Closest First , Closest First for 1.1 , or Closest First With ...
- Sun Nov 13, 2022 3:54 am
- Forum: Mod portal Discussion
- Topic: 'Scroll to top' rocket broken on mod portal (CORS)
- Replies: 5
- Views: 1923
'Scroll to top' rocket broken on mod portal (CORS)
The rocket that you click to scroll to the top of the page is broken on mods.factorio.com. It looks to be a CORS error trying to load the script from factorio.com:
Access to script at 'https://factorio.com/static/js/factorio.js?v=c6398351' from origin 'https://mods.factorio.com' has been blocked ...
Access to script at 'https://factorio.com/static/js/factorio.js?v=c6398351' from origin 'https://mods.factorio.com' has been blocked ...
- Sun Apr 24, 2022 3:16 am
- Forum: Modding help
- Topic: Equation to convert value
- Replies: 10
- Views: 2895
Re: Equation to convert value
60 updates per second * 60 seconds per minute * 60 minutes per hour * 168 hours = 36288000
- Tue Apr 19, 2022 3:05 pm
- Forum: Modding help
- Topic: Heavy forest maps are 'killing' enemy camps [mod-fix]
- Replies: 5
- Views: 1932
Re: Heavy forest maps are 'killing' enemy camps [mod-fix]
There is this mod for v0.18 that you could probably update: https://mods.factorio.com/mod/PrioritizeEnemies
- Fri Jan 21, 2022 4:28 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 25929
Re: New API Docs website
Ah, it doesn't download if you click and drag. Just a click does the download.curiosity wrote: Fri Jan 21, 2022 3:07 pm Good to know. Would have been good for this if it also didn't download the link.
- Sat Jan 15, 2022 7:40 am
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 25929
Re: New API Docs website
Nothing prevents having both.
I was having a problem with it, often you want to copy-paste exact names of variables and events, and when it was a link it would keep jumping the page around instead of letting me select it and copy
I find browser extensions like Copy Link or Copy Link Text to ...
- Mon May 10, 2021 4:36 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 110783
Re: Small documentation improvement requests
-> Thanks for the context!
- Tue May 04, 2021 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Add support for AVIF
- Replies: 12
- Views: 3882
Re: Add support for AVIF
As mentioned in the OP, AVIF does have a lossless mode. I've no clue about unpacking time/memory so your other points probably still stand though.ssilk wrote: Tue May 04, 2021 6:36 am Then it seems to be a non-loseless kind of compression which is bad , because in Factorio every pixel counts.
- Thu Apr 15, 2021 3:01 am
- Forum: Not a bug
- Topic: [1.1.32] Error: "Reached id limit for tile." after update
- Replies: 9
- Views: 4512
Re: [1.1.32] Error: "Reached id limit for tile." after update
Can't the tile types be increased at all? It seems to be a pretty low concrete ceiling for the modding capabilities of the game.
As Rseding has said...
It's not going to happen. It would be a memory and performance hit for *every single base game player regardless of them using mods* - that ...
- Tue Mar 30, 2021 7:09 pm
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 15
- Views: 4502
Re: Automatically equip best armor
Define "better/best" armor, especially for players who carry multiple armors with different module loadouts for different purposes. Or I could imagine the frustration if you craft a higher tier power armor while your existing armor's bots are working.
- Wed Mar 10, 2021 5:53 am
- Forum: Ideas and Suggestions
- Topic: Train horn - warn the user about bumping
- Replies: 14
- Views: 4669
Re: Train horn - warn the user about bumping
Another mod that teleports players out of the way before they get splattered: https://mods.factorio.com/mod/splatter_guard
- Fri Dec 18, 2020 9:10 pm
- Forum: Mod portal Discussion
- Topic: Mods must have a banner-picture
- Replies: 53
- Views: 17097
Re: Mods must have a banner-picture
FileOptimizer.eradicator wrote: Fri Dec 18, 2020 6:58 pmInteresting, what tool did you use? I tried pngout, optipng and pngquant and the best i can get is 110.
- Fri Dec 18, 2020 5:51 pm
- Forum: Mod portal Discussion
- Topic: Mods must have a banner-picture
- Replies: 53
- Views: 17097
Re: Mods must have a banner-picture
Now that won't do. That's not even filesize optimized. You can get it down to 96 bytes.
- Mon Aug 10, 2020 4:40 pm
- Forum: Not a bug
- Topic: Damaged items block inserters from inserting undamaged items into Assemblers
- Replies: 6
- Views: 3121
Re: Damaged items block inserters from inserting undamaged items into Assemblers
There is no way for a damaged item to end up in a crafting machine without manual action somewhere (at least in vanilla). Repair the entities before you order their deconstruction, before you stick them on your bus or directly in the crafting machine, whatever it takes.
Yes it is annoying, maybe it ...
Yes it is annoying, maybe it ...
- Fri Jun 05, 2020 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.27] Low contrast for circuit signal icons
- Replies: 13
- Views: 6067
Re: [0.18.27] Low contrast for circuit signal icons
I would rather they avoid baking a specific localization into the icons. Not everyone plays on English.
- Mon Apr 13, 2020 6:42 pm
- Forum: Implemented mod requests
- Topic: update api: create_blueprint() add boolean for 'Include Station name'
- Replies: 2
- Views: 1986
- Mon Feb 24, 2020 5:28 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 28521
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
I re-read the FF#335, and have a follow up question from the General cleanup section, " ... switching the loaders to stack inserters ...".
Could someone a developer please elaborate scope of change, and what the change will be to loaders.
Hiladdar
As said on reddit , they are only changing ...