Search found 698 matches

by eugenekay
Tue Sep 16, 2025 4:21 am
Forum: Ideas and Suggestions
Topic: Change train station already added to schedule
Replies: 20
Views: 7532

Re: Edit destinations & copy conditions in stations/planets

Practical case:

in my experience, I manage more than 30 spaceships that send items from one planet to another. Each ship sends a different item, but the condition is always the same. Right now, I must manually recreate each stop and condition for every new ship, which is tedious and error-prone ...
by eugenekay
Tue Sep 16, 2025 12:26 am
Forum: Not a bug
Topic: [2.0.66] Water un-filling recipe has output on the wrong side
Replies: 2
Views: 79

Re: Bug: Water un-filling recipe has output on the wrong side

Assembling Machine Entity Definition :
fluid_boxes =
{
{
production_type = "input",
pipe_picture = assembler2pipepictures(),
pipe_covers = pipecoverspictures(),
volume = 1000,
pipe_connections = {{ flow_direction="input", direction = defines.direction.north, position = {0, -1 ...
by eugenekay
Sun Sep 14, 2025 11:38 pm
Forum: Modding help
Topic: How is the Robot Energy Multiplier set?
Replies: 4
Views: 217

Re: How is the Robot Energy Multiplier set?

This may be hardcoded and/or calculated somewhere weird?

The closest I could find is the localization strings in data/core/locale/en/core.cfg :
[gui-space-locations]
overview=Overview
title=Space map
view=View
planet-surface-not-generated=Planet surface not generated
contains=Contains
connections ...
by eugenekay
Sun Sep 14, 2025 12:15 am
Forum: Modding discussion
Topic: Recycling items with > 12 ingredients
Replies: 1
Views: 147

Re: Recycling items with > 12 ingredients

It turns out the recycler only has 12 output slots, so only 12 out of 19 ingredients will be retrieved. The rest just disappears into nothingness.
This is not random, always the same items are missing, making quality upcycling impossible.

This behavior was previously determined to be Not a Bug ...
by eugenekay
Sat Sep 13, 2025 4:55 pm
Forum: Ideas and Requests For Mods
Topic: in-game changes through the UI like new recipes and ores
Replies: 1
Views: 106

Re: in-game changes through the UI like new recipes and ores

Data Lifecycle documentation

It is not really possible to make Data stage changes (affecting Prototypes such as Ores and Recipes) dynamically while in the Runtime stage (the game is “running”). You can use Mod Settings to selectively enable/disable recipes or make scripted changes within a mod ...
by eugenekay
Sat Sep 13, 2025 2:18 pm
Forum: Technical Help
Topic: F picks up an area of materials
Replies: 2
Views: 327

Re: F picks up an area of materials

Far Reach changelog says:
Version: 2.0.2
Date: 2025-09-12

- Set default item pickup distance bonus to zero as it also affects picking up from belts.
Version: 2.0.1
Date: 2025-09-08

- Add support for item pickup distance bonus.
Take a look at the Mod Settings menu. Good Luck!
by eugenekay
Tue Sep 09, 2025 10:43 pm
Forum: Ideas and Suggestions
Topic: Option to track achievements per save
Replies: 3
Views: 254

Re: Option to track achievements per save

Many people, myself included attempt to do 100% achievement runs. This is usually done by deleting (Steam) achievements.

You can Download the game directly from the Factorio website, after linking your Steam purchase. The "Zip" package defaults to using a Self-Contained Data directory, so ...
by eugenekay
Tue Sep 09, 2025 8:34 pm
Forum: Ideas and Suggestions
Topic: New building: Train depo for automating
Replies: 2
Views: 239

Re: New building: Train depo for automating

Green Cat wrote: Tue Sep 09, 2025 6:25 pmHeck. even add filters for the wagons, meaning nothing except the desiered items will fit in the wagon
Feature exists: Middle-Click to set slot filters.

Good Luck!
by eugenekay
Tue Sep 09, 2025 4:47 pm
Forum: Mod Packs / Libs / Special Interest
Topic: Unique chunk ID
Replies: 3
Views: 1206

Re: Unique chunk ID

Do you ahve a source about how positions are stored?

The Factorio Wiki states that the Map is clamped to a size of +/- 1M tiles; which is just below 2^21(=2,097,152) Tiles total X/Y length... sub-tile precision can be handled using the remaining 11 Bits. Experimental teleporting to the map edge ...
by eugenekay
Mon Sep 08, 2025 1:57 pm
Forum: Resolved Requests
Topic: Please add descriptions to the hidden tag of new prototypes such as space-locations
Replies: 5
Views: 1277

Re: Please add descriptions to the hidden tag of new prototypes such as space-locations


The documentation describes current behaviour, not necessarily intended behaviour. If you want to find out whether something is intended behaviour, make a bug report.


This is an interesting angle on documentation ambiguity. It seems like it would be a lot of work for all involved to make a ...
by eugenekay
Sat Sep 06, 2025 4:01 pm
Forum: Technical Help
Topic: Silent crash on game load (no Windows Event Log errors). All standard fixes exhausted. Possible hardware conflict?
Replies: 1
Views: 357

Re: Silent crash on game load (no Windows Event Log errors). All standard fixes exhausted. Possible hardware conflict?

Which categories are you searching in Windows Event Viewer? There should be something to indicate that factorio.exe exited...

Attempt to diagnose RAM: Unfortunately, I cannot run the MemTest86 test due to a hardware feature of the laptop: when booting from a flash drive, the image is not displayed ...
by eugenekay
Fri Sep 05, 2025 4:58 pm
Forum: Modding help
Topic: Can spoilage decay into nothing?
Replies: 2
Views: 234

Re: Can spoilage decay into nothing?

Code: Select all

data.raw.capsule["raw-fish"].spoil_ticks = 60
data.raw.capsule["raw-fish"].spoil_result = null


Good Luck!
by eugenekay
Fri Sep 05, 2025 1:40 pm
Forum: Ideas and Suggestions
Topic: Robots falling from the sky could make things catch fire
Replies: 2
Views: 217

Re: Robots falling from the sky could make things catch fire

This sounds like the Robot Attrition mod, with extra fire. :twisted:

From control.lua line 96:
bot.surface.create_entity{name = "robot-explosion", position=bot.position}


I think you can change out the robot-explosion for a Damage-generating entity like fire-flame and it will "just work ...
by eugenekay
Fri Sep 05, 2025 5:08 am
Forum: General discussion
Topic: Why a 7 minute day/night cycle?
Replies: 10
Views: 695

Re: Why a 7 minute day/night cycle?

As an aside, if the Egyptians didn't divide their sundials into 12 sections (12 hours) and the Babylonians didn't influence them with a hexadecimal system for calculating astrologic events (60 mins and 60 seconds), we could have a "metric clock" that would be more mathematically pleasing.


Metric ...
by eugenekay
Fri Sep 05, 2025 4:30 am
Forum: General discussion
Topic: Why a 7 minute day/night cycle?
Replies: 10
Views: 695

Re: Why a 7 minute day/night cycle?

25200 / 60 = 420 Seconds

I’m not saying this is the official reason, but it is a reason : round numbers are like, so cool, dude.

nobody (and I mean nobody) measures output, achievements, progression in game, etc. by the number of days or ticks that have passed. Everything is expressed/measured ...
by eugenekay
Thu Sep 04, 2025 11:15 pm
Forum: Not a bug
Topic: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
Replies: 7
Views: 755

Re: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should


If there isn't one already, someone should make a Suggestion thread asking that the "inbound rocket" condition/count be made visible in the schedule panel. It would clear up a lot of the confusion.


Platform requested item inflight indicator


08-31-2025, 10-18-53.png
Feature Exists, in at ...
by eugenekay
Thu Sep 04, 2025 6:23 pm
Forum: Gameplay Help
Topic: Heat pipe throughput not enough
Replies: 6
Views: 582

Re: Heat pipe throughput not enough

The setup i built is compact

I count at least 56 Heat Pipes between the closest Reactors and the farthest Heat Exchanger of your design. The blueprint I posted has a worst-case length of only 35 Heat Pipes . So while your setup may be Compact in terms of Square Footage it is a long distance for ...
by eugenekay
Thu Sep 04, 2025 5:00 pm
Forum: Gameplay Help
Topic: Heat pipe throughput not enough
Replies: 6
Views: 582

Re: Heat pipe throughput not enough

Heat Exchangers work similar to the "old Fluid system", which moves Heat according to the Delta between Entities; it does not instantly move Heat from one end of the network to the other like Fluids currently do. You have a very long & winding Heat Pipe network which obstructs the Flow.

Try ...

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