Search found 29 matches

by Techjar
Sat Oct 18, 2025 7:07 pm
Forum: Not a bug
Topic: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
Replies: 2
Views: 325

Re: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod

Sounds like an infinite loop in a lua script, which would likely be a bug in the mod and not Factorio itself.
by Techjar
Fri Oct 17, 2025 11:18 am
Forum: Modding interface requests
Topic: Runtime access to spawner protection flag
Replies: 0
Views: 79

Runtime access to spawner protection flag

Spawners have an internal flag that controls whether it's protected from automated shooting by turrets, but unless I missed something, the only way I've found to set this flag is through a create entity trigger effect. There's no way to read to write the flag on an existing spawner entity. This ...
by Techjar
Tue Oct 14, 2025 8:34 pm
Forum: Bug Reports
Topic: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters
Replies: 2
Views: 211

Re: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters

You have to enable "Show all items in selection lists" in interface settings.
by Techjar
Mon Sep 29, 2025 4:39 am
Forum: Bug Reports
Topic: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles
Replies: 1
Views: 273

Re: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles

The grenades are just that powerful, that they actually burn the water. They are capable of mowing down entire forests after all. :P
by Techjar
Sun Sep 28, 2025 8:52 pm
Forum: Minor issues
Topic: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
Replies: 2
Views: 195

Re: [2.0.66] Seemingly edge case stack overflow in platform tile destruction

Ah I see! I did not realize that effect was coming from a mod, thought it was a vanilla thing removing fully disconnected platform tiles or something. I will investigate which mod is adding that effect and forward the report to that developer to see if/how they want to address it. Thanks!

Oh, one ...
by Techjar
Sun Sep 28, 2025 8:34 pm
Forum: Minor issues
Topic: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
Replies: 2
Views: 195

[2.0.66] Seemingly edge case stack overflow in platform tile destruction

Description
Somehow, under specific circumstances, space platform tiles being destroyed by asteroids can cause a stack overflow. It happened randomly when screwing with a mod that adds ultra powerful thrusters (4 GN), but I don't think the mod is strictly necessary to cause the crash as it occurs ...
by Techjar
Tue Sep 23, 2025 4:50 am
Forum: Not a bug
Topic: [2.0.67] "no-item" item can be placed in Editor inventory
Replies: 3
Views: 428

Re: [2.0.67] "no-item" item can be placed in Editor inventory

This is the case for lots of things. You can actually get virtual signals as inventory items with a bit of trickery! As I understand it's because they're all technically items due to how the game works, just normally there's not a way to obtain them.
by Techjar
Sat Sep 20, 2025 8:41 am
Forum: Desyncs with mods
Topic: [2.0.66] Unidentified modded desync
Replies: 0
Views: 320

[2.0.66] Unidentified modded desync

I know this is a shot in the dark, but I've got a persistent desync issue that keeps happening at random on a multiplayer server, and because of the amount of players and mods we have there's just no way I'm able to get any clue as to what might be causing it. We can go hours without it happening ...
by Techjar
Sat Sep 20, 2025 4:49 am
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 35
Views: 11571

Re: Remember order of shortcut bar when mods are disabled

robot256 wrote: Sat Sep 20, 2025 4:00 am Ref: viewtopic.php?t=101416
Ah! I didn't find this thread, my bad. I did try to search but nothing similar came up. It's not very easy to use. :lol:
by Techjar
Sat Sep 20, 2025 3:54 am
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 35
Views: 11571

Remember order of shortcut bar when mods are disabled

It gets quite annoying having to reorganize my shortcut buttons every time I remove and later re-add some mods. Would be awesome if the game remembered the entries in the player-data.json instead of just clobbering them. I know I can make a backup of the file and restore it, but this is quite ...
by Techjar
Tue Sep 16, 2025 3:45 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
Replies: 1
Views: 1121

[Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water

Description
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
by Techjar
Tue Sep 02, 2025 12:40 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7793

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

Hares wrote: Tue Sep 02, 2025 12:25 pm
raiguard wrote: Mon Sep 01, 2025 2:25 pm This has been reverted for the next version (2.0.66). Thank you for your feedback!
Instead of reverting this, you should have added a checkbox or option in user settings for how smart the smart belt building is.
Seconding this
by Techjar
Wed Jul 30, 2025 5:26 pm
Forum: Releases
Topic: Version 2.0.61
Replies: 11
Views: 14510

Re: Version 2.0.61

Wow! The belt dragging changes are extremely nice, and a massive upgrade to an already great mechanic! :D One little nitpick though is that it doesn't remove underground belts that get placed while dragging.
by Techjar
Sat Jul 12, 2025 2:29 am
Forum: Releases
Topic: Version 2.0.59
Replies: 8
Views: 7340

Re: Version 2.0.59

Optimizations
  • Improved performance when holding blueprints.
Very nice to see! I always found it rather silly that pulling out a particularly large blueprint would destroy the framerate. :lol:
by Techjar
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: 6989

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 ...
by Techjar
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: 916

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.
by Techjar
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: 1116

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.
by Techjar
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: 2934

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.
by Techjar
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: 1848

[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 ...
by Techjar
Wed Nov 27, 2024 6:20 am
Forum: Ideas and Suggestions
Topic: Selector Combinator - Quality Transfer: simplifying its functionality
Replies: 5
Views: 4221

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.

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