Search found 15 matches
- Fri Dec 20, 2024 6:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.26] a lot of cargo bays lag the game
- Replies: 5
- Views: 6207
Re: [2.0.26] a lot of cargo bays lag the game
Thanks for the report. Unfortunately there is nothing that I know of to fix this, the number of slots directly effects the GUI performance and there’s nothing to do about that.
Couldn't you just skip rendering the slots that are outside the visible bounds? Unless I'm misunderstanding the nature ...
- Wed Dec 11, 2024 1:09 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.23] Solar panels have zero power when min_brightness=1
- Replies: 2
- Views: 415
Re: [2.0.23] Solar panels have zero power when min_brightness=1
I guess the real issue then is that the Lua API doc says min_brightness affects solar power.
- Tue Dec 10, 2024 4:42 am
- Forum: Not a bug
- Topic: [2.0.23] Remote controlled spidertrons do not generate nests in generated but unexplored chunks
- Replies: 4
- Views: 569
Re: [2.0.23] Remote controlled spidertrons do not generate nests in generated but unexplored chunks
This is a well-known thing that's been around for years. I believe it's considered a won't fix because Wube doesn't want to make radar coverage trigger chunk generation.
- Fri Dec 06, 2024 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR
- Replies: 8
- Views: 2010
Re: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR
I know this is already fixed for the next release, but for anyone encountering this issue in the meantime, I found that exporting and reimporting the affected blueprint fixes whatever weird crash-causing state it's in.
- Thu Dec 05, 2024 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
- Replies: 2
- Views: 1323
[Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
In-game it looks slightly "stuttery" for lack of a better term, and if I go frame-by-frame on a recording I can tell that one of the frames is displayed for twice as long, followed by a slightly bigger jump to where it should be. Looking at the sprite sheet in the game files (data/space-age/graphics ...
- Wed Nov 27, 2024 6:20 am
- Forum: Ideas and Suggestions
- Topic: Selector Combinator - Quality Transfer: simplifying its functionality
- Replies: 4
- Views: 1942
Re: Selector Combinator - Quality Transfer: adding/changing its functionality
Can't you already do this using quality filter instead of quality transfer? And then if you need to transfer that quality you could just use 2 combinators. Unless I'm not quite understanding what you're trying to accomplish.
- Tue Nov 26, 2024 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Remove Ctrl+Click for blueprint library
- Replies: 0
- Views: 197
Remove Ctrl+Click for blueprint library
It transfers every blueprint from the library to your inventory, completely destroying whatever organization you had done. I can't see any reason why you would ever want to do this. Disabling it seems like the best course of action to avoid accidents, as someone (not me) lost their entire blueprint ...
- Sat Nov 23, 2024 3:31 pm
- Forum: Not a bug
- Topic: [2.0.21] When hand-crafting Mech armor, MK2 armor gets equipped instead
- Replies: 6
- Views: 645
Re: [2.0.21] When hand-crafting Mech armor, MK2 armor gets equipped instead
Do you have equipment in the power armor?
- Tue Nov 19, 2024 11:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] Space Platform can deadlock on initial build preventing build progression due to race condition
- Replies: 5
- Views: 2204
Re: [2.0.20] Space Platform can deadlock on initial build preventing build progression due to race condition
I think a simple fix for this could be to simply prioritize sending space platform foundation, if that's possible.
- Mon Nov 18, 2024 12:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.19] Desync when holding a spidertron blueprint on space platform
- Replies: 1
- Views: 932
[Rseding91] [2.0.19] Desync when holding a spidertron blueprint on space platform
I pulled out a spidertron blueprint on a space platform by accident, and at some point it caused a desync. Upon attempting to rejoin it immediately desyncs again as I don't have a chance to deselect the blueprint, so I'm effectively banned until I load a previous autosave (thankfully I've got 3 ...
- Tue Nov 05, 2024 12:27 am
- Forum: Bug Reports
- Topic: [2.0.14] Space Age rocket silo can't automate sending items to orbit
- Replies: 8
- Views: 5917
Re: [2.0.14] Space Age rocket silo can't automate sending items to orbit
Use the platform requests. A rocket will automatically launch to fulfill requests even if you insert the items manually. It's not an obvious behavior, I know, there really should be something to indicate that this happens.
I'm not sending items to a platform, I'm sending them to orbit. This ...
- Tue Nov 05, 2024 12:15 am
- Forum: Bug Reports
- Topic: [2.0.14] Space Age rocket silo can't automate sending items to orbit
- Replies: 8
- Views: 5917
Re: [2.0.14] Space Age rocket silo can't automate sending items to orbit
Use the platform requests. A rocket will automatically launch to fulfill requests even if you insert the items manually. It's not an obvious behavior, I know, there really should be something to indicate that this happens.
- Sun Oct 27, 2024 7:42 pm
- Forum: Not a bug
- Topic: [2.0.11] Game doesn't start after hitting "Play"
- Replies: 4
- Views: 427
Re: [2.0.11] Game doesn't start after hitting "Play"
I ran into the same problem on one of my systems with a different distro, and didn't feel like going through the hassle of updating right then and making sure everything still worked. I was able to work around it by manually downloading a newer (precompiled) glibc version into my home directory ...
- Fri Oct 25, 2024 3:00 am
- Forum: Not a bug
- Topic: [2.0.10] --apply-update flag expects a .zip, but headless server updates are now distributed as a .tar.xz
- Replies: 2
- Views: 581
Re: [2.0.10] --apply-update flag expects a .zip, but headless server updates are now distributed as a .tar.xz
--apply-update isn't meant to be used with the full game (or headless) package, it's for applying partial update packages downloaded through the updater.factorio.com interface.
Here's an example of how to get one: https://updater.factorio.com/updater/get-download?package=core-linux_headless64&from ...
Here's an example of how to get one: https://updater.factorio.com/updater/get-download?package=core-linux_headless64&from ...
- Thu Oct 24, 2024 9:43 pm
- Forum: Technical Help
- Topic: [2.0.07] Windows 7 - Unable to auto-update game from standalone client
- Replies: 2
- Views: 600
Re: [2.0.07] Windows 7 - Unable to auto-update game from standalone client
I'm not a dev, but I have a feeling this might be due to an SSL root certificate being expired, since Windows 7 no longer receives updates. The Factorio website uses Let's Encrypt, and their root certificate was renewed back in 2021. Assuming Factorio uses the Windows TLS stack, that would ...