Search found 53 matches
- Tue Mar 04, 2025 11:37 pm
- Forum: Documentation Improvement Requests
- Topic: API Docs do not have definitions for Decider Combinator control behavior
- Replies: 3
- Views: 516
Re: [2.0.14] API Docs do not have definitions for Decider Combinator control behavior
SelectorCombinatorParameters also misses random_update_interval as an option when operation is 'random'
- Tue Jan 14, 2025 4:09 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.28] Desync on Journey scenario
- Replies: 2
- Views: 685
[boskid][2.0.28] Desync on Journey scenario
This desync started to happen with updating server to 2.0.28 (from previous stable version, so from 2.0.24 I think?). Since then, it happens practically every time when the scenario "soft-resets" the map on public server. It still happens even if updated to 2.0.30 version.
The gameplay loop is that ...
The gameplay loop is that ...
- Mon Dec 09, 2024 12:11 am
- Forum: Bug Reports
- Topic: [2.0.24] Player.get_quick_bar_slot() returns nil for blueprint from Library and spidertron remote
- Replies: 0
- Views: 207
[2.0.24] Player.get_quick_bar_slot() returns nil for blueprint from Library and spidertron remote
Hello,
if you try to read player.get_quick_bar_slot(index), it usually returns an object for the current filter, or nil if the filter is empty. This works for actual items, blueprints made via ALT+B, artillery targetting remote, discharge remote....however it returns nil for spidertron remote and ...
if you try to read player.get_quick_bar_slot(index), it usually returns an object for the current filter, or nil if the filter is empty. This works for actual items, blueprints made via ALT+B, artillery targetting remote, discharge remote....however it returns nil for spidertron remote and ...
- Mon Nov 18, 2024 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.20] SegmentEngine crash during chunk generation making map of out-of-map tiles
- Replies: 1
- Views: 1285
[Rseding91] [2.0.20] SegmentEngine crash during chunk generation making map of out-of-map tiles
Hello, long time no see, I am here with another SegmentEngine crash.
What I did: I use mod to alter worldgen of each planet, it creates small platforms around center of map, then all rest is out-of-map tiles. I ordered to generate those and then it crashes on Vulcanus (based on seed how far ...
What I did: I use mod to alter worldgen of each planet, it creates small platforms around center of map, then all rest is out-of-map tiles. I ordered to generate those and then it crashes on Vulcanus (based on seed how far ...
- Tue Nov 12, 2024 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)
- Replies: 4
- Views: 1735
Re: [2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)
Adding video. No mods except SA, default scenario.
Oh, I see what is probably the problem. If the roboport is mined in same tick (e.q. stayed paused by editor), then robot doesn't get assigned to the network, and the crash doesn't happen. The robot has to be assigned to the network of the mined ...
Oh, I see what is probably the problem. If the roboport is mined in same tick (e.q. stayed paused by editor), then robot doesn't get assigned to the network, and the crash doesn't happen. The robot has to be assigned to the network of the mined ...
- Mon Nov 11, 2024 11:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.16] Crash when surface.clear() called on Vulcanus
- Replies: 1
- Views: 841
[Rseding91] [2.0.16] Crash when surface.clear() called on Vulcanus
Hello, I had similar crashes when clearing vulcanus surface with my mod/scenario, but I also managed to get same-ish crash just with pure Space Age game and freeplay:
Steps to reproduce:
1) Start a game of SA freeplay
2) Get to Vulcanus style surface - either actual planet, or just /editor ...
Steps to reproduce:
1) Start a game of SA freeplay
2) Get to Vulcanus style surface - either actual planet, or just /editor ...
- Fri Nov 08, 2024 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)
- Replies: 4
- Views: 1735
Re: [2.0.14] Crash when mining roboport while there is robot that has .active = false
This crash actually still happens in 2.0.16, with the same actions taken as reported previously.
Is it to be noticed in this message or should I make new post?
Is it to be noticed in this message or should I make new post?
- Tue Nov 05, 2024 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)
- Replies: 4
- Views: 1735
[2.0.14] Crash mining roboport with bot with .active = false (Entity::changePositionWithoutCollisionOrAABBCheck)
Hello,
I am working on some scripting with robots and networks, I found out few issues with them, especially I am getting reproducible crash in this specific case.
Steps to reproduce:
1) Build a roboport
2) Pause a game (in editor for example)
3) Place logistic/construction robot anywhere close to ...
I am working on some scripting with robots and networks, I found out few issues with them, especially I am getting reproducible crash in this specific case.
Steps to reproduce:
1) Build a roboport
2) Pause a game (in editor for example)
3) Place logistic/construction robot anywhere close to ...
- Sat Nov 02, 2024 6:08 pm
- Forum: Minor issues
- Topic: [2.0.14] Prototype explorer window gets non-interactable
- Replies: 1
- Views: 227
[2.0.14] Prototype explorer window gets non-interactable
Hello, this issue makes the Prototype Explorer window to be non-interactable by mouse when certain actions are done.
How to reproduce:
1) Open Prototype Explorer window (either Ctrl+Shift+E or Ctrl+Shift+F)
2) Do some of the actions listed below
3) The prototype window now cannot be interacted with ...
How to reproduce:
1) Open Prototype Explorer window (either Ctrl+Shift+E or Ctrl+Shift+F)
2) Do some of the actions listed below
3) The prototype window now cannot be interacted with ...
- Fri Nov 01, 2024 6:38 am
- Forum: Modding interface requests
- Topic: Allow spawning asteroid chunks with quality
- Replies: 0
- Views: 274
Allow spawning asteroid chunks with quality
Currently, the Platform.spawn_asteroid_chunks() doesn't allow quality to be a parameter. This is clearly a bug as that doesn't allow the game to spawn quality chunks from quality asteroids, but devs said that it isn't a bug (https://forums.factorio.com/viewtopic.php?f=23&t=118928&p=629908#p629908 ...
- Fri Nov 01, 2024 6:34 am
- Forum: Not a bug
- Topic: [2.0.13] Quality asteroids don't drop quality chunks
- Replies: 2
- Views: 1084
Re: [2.0.13] Quality asteroids don't drop quality chunks
I don't really agree with this statement, as they clearly do support quality. Either in recipes and as items they do exist with a quality.
11-01-2024, 07-24-06.png 11-01-2024, 07-24-34.png
The only missing part is that they don't drop from quality asteroids, and is easily fixed by adding quality ...
11-01-2024, 07-24-06.png 11-01-2024, 07-24-34.png
The only missing part is that they don't drop from quality asteroids, and is easily fixed by adding quality ...
- Thu Oct 31, 2024 9:50 pm
- Forum: Modding interface requests
- Topic: Allow giving Asteroids a speed and vector
- Replies: 0
- Views: 202
Allow giving Asteroids a speed and vector
Hello, currently we can spawn asteroids either manually in editor or by script, but they always have default speed and default vector (down). It would be nice to let us modify those values so we can spawn asteroids with specific vectors (so we can make the orbital "random" directions for example ...
- Thu Oct 31, 2024 9:42 pm
- Forum: Not a bug
- Topic: [2.0.13] Quality asteroids don't drop quality chunks
- Replies: 2
- Views: 1084
[2.0.13] Quality asteroids don't drop quality chunks
So, when you spawn for example Legendary Asteroid, it splits into still legendary smaller parts, but then it doesn't spawn legendary chunks to harvest.
Other destroyable entities that drop items on death (for example gleba spawners - egg rafts) actually drop the loot in the quality they have been ...
Other destroyable entities that drop items on death (for example gleba spawners - egg rafts) actually drop the loot in the quality they have been ...
- Fri Aug 23, 2024 2:48 pm
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 22563
Re: Friday Facts #425 - Behind the legs
I find a limit of one pollution type per surface as very limiting. It means that we cannot make mixed enemies planet, as some of the enemies would ignore local pollution completely (because it isn't their type). And re-adding each enemy 10 times just to have different sniff technique isn't a thing I ...
- Mon Mar 11, 2024 5:53 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 38839
Re: Friday Facts #401 - New terrain, new planet
I like this, but there is one obvious question. Why the SHALLOW WATER wasn't incorporated? 

- Fri Jan 05, 2024 12:43 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 144
- Views: 52082
Re: Friday Facts #392 - Parametrised blueprints
Now, we can build blueprint with script/command from blueprint item, will we be able to send parameters via this method too?
- Fri Nov 03, 2023 2:20 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 53232
Re: Friday Facts #383 - Super force building
I quite don't like that you can just mine landfill and make water barriers even easier. It breaks biters extremely much and makes fighting part of the game a bit of a joke.
Can we make it that undoing landfill doesn't return the original water but shallow water instead? That way it makes better ...
Can we make it that undoing landfill doesn't return the original water but shallow water instead? That way it makes better ...
- Tue Oct 31, 2023 11:45 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 65212
Re: Friday Facts #382 - Logistic groups
If the landing pad is limited to 1 per planet, is that also per team or each team (force) can have their own landing pad?
- Fri Oct 27, 2023 11:47 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 65212
Re: Friday Facts #382 - Logistic groups
Great stuff, but again I'd like to ask, has your play testing included multiplayer qol checks?
Everything thus far has been great changes, but feels like it will be even harder to play with your friends, see what your friends are working on and in rare cases, moderate griefers!
Hello, we did ...
- Fri Oct 27, 2023 11:42 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 65212
Re: Friday Facts #382 - Logistic groups
And here I hoped that we will be able to split roboport networks into groups........ 
