Search found 15 matches

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: 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 ...
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: 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.
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: 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.
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: 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.
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: 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 ...
by Techjar
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.
by Techjar
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 ...
by Techjar
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.
by Techjar
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 ...
by Techjar
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 ...
by Techjar
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.
by Techjar
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 ...
by Techjar
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 ...
by Techjar
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 ...

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