Search found 85 matches
- Sat Aug 24, 2024 5:52 pm
- Forum: Technical Help
- Topic: [1.1.109] Crash on close
- Replies: 1
- Views: 142
Re: [1.1.109] Crash on close
This is a bug in AMD drivers, you can ignore it. viewtopic.php?f=49&t=108367
- Mon Aug 12, 2024 11:10 am
- Forum: Duplicates
- Topic: Silo launching w/o power if a satellite inserted
- Replies: 2
- Views: 326
- Wed Jul 31, 2024 3:07 pm
- Forum: Gameplay Help
- Topic: Is there a way to scale the recipe icons in the map?
- Replies: 6
- Views: 533
Re: Is there a way to scale the recipe icons in the map?
Py has bigger machines, so the icons are also bigger and overlap more when close to each other. Unlike vanilla, Py likes to use all available space, making this more noticeable. I couldn't find any modding interfaces to control specifically how recipe icons appear on the map either.
- Wed Jul 31, 2024 3:07 pm
- Forum: 1 / 0 magic
- Topic: Crash in preview
- Replies: 7
- Views: 529
Re: Crash in preview
Any new crash you get, post it.
- Tue Jul 30, 2024 6:58 pm
- Forum: Gameplay Help
- Topic: Is there a way to scale the recipe icons in the map?
- Replies: 6
- Views: 533
Re: Is there a way to scale the recipe icons in the map?
Icons are bigger than machines in vanilla too. It is easy to see when machines are directly next to each other.
- Sun Jul 28, 2024 4:57 pm
- Forum: Gameplay Help
- Topic: Is it possible without right click?
- Replies: 4
- Views: 407
Re: Is it possible without right click?
I think you already have your answer, the one piece of wood is the only source of fuel but also the only source of power poles, so this concept doesn't work even if you solve the drill problem. I dont believe that the Pistol and ammo you start with is enough to destroy a coal-bearing rock Ammo is un...
- Mon Mar 25, 2024 6:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.77] Wayland missing window decorations
- Replies: 9
- Views: 4519
Re: [raiguard][1.1.77] Wayland missing window decorations
I don't know if that's related to this, but sometimes (on 1.1.105), if I move the window around during initial loading and/or click on the window and/or titlebar the game just closes right after it's finished loading Sounds like https://gitlab.freedesktop.org/wayland/wayland/-/merge_requests/188 (w...
- Sun Mar 17, 2024 12:12 am
- Forum: Implemented in 2.0
- Topic: Turn off Demo sounds when viewing Map generator with Preview
- Replies: 10
- Views: 1061
Re: Turn off Demo sounds when viewing Map generator with Preview
Main menu scenes are called simulations. Simulation sounds are controlled by the last slider in the sound settings.
- Tue Mar 05, 2024 9:36 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 24377
Re: Above 60 fps (120 or 144).
From another angle, if rendering framerate and camera movement would get unlocked from update rate, it would also make low UPS games much more comfortable to play. Everyone could potentially benefit, it's not something only for the 1%.
- Mon Feb 19, 2024 7:04 pm
- Forum: Gameplay Help
- Topic: Construction bot not constructing despite being in network with materials (vanilla)
- Replies: 5
- Views: 792
Re: Construction bot not constructing despite being in network with materials (vanilla)
You have about 300k landfill ghosts outside of the network.
- Fri Jan 26, 2024 6:31 pm
- Forum: Implemented in 2.0
- Topic: Personal Logistic Requests change
- Replies: 3
- Views: 647
Re: Personal Logistic Requests change
I think this is already addressed by logistic groups that will be added in 2.0 https://factorio.com/blog/post/fff-382
- Fri Jan 26, 2024 5:10 pm
- Forum: Implemented in 2.0
- Topic: Move train status indication from floating text to locomotives
- Replies: 7
- Views: 1960
Re: Move train status indication from floating text to locomotives
Glad to see this implemented in 2.0 (and with better icons, too).
- Wed Jan 24, 2024 5:02 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 11573
Re: Auto research queue
+1. The research button on red tech should simply always be available to be clicked, and fill the queue with prerequisites. The current experience of trying to enumerate even relatively simple dependency trees (in modded) is absolutely miserable. Search for the tech I want, look at the tree, try to ...
- Sun Jan 21, 2024 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Remove collision of Car/Tank with Spidertron
- Replies: 2
- Views: 397
- Wed Jan 03, 2024 10:33 pm
- Forum: Ideas and Suggestions
- Topic: Set request / Read content - requester chest
- Replies: 1
- Views: 414
Re: Set request / Read content - requester chest
previously: https://forums.factorio.com/viewtopic.php?f=6&t=46087 https://forums.factorio.com/viewtopic.php?f=6&t=52016 https://forums.factorio.com/viewtopic.php?f=6&t=54001 https://forums.factorio.com/viewtopic.php?f=6&t=54025 https://forums.factorio.com/viewtopic.php?f=6&t=5557...
- Wed Oct 18, 2023 8:21 pm
- Forum: Bug Reports
- Topic: [1.1.93] Crafting tooltip shows insufficient ingredients for a craftable recipe
- Replies: 0
- Views: 386
[1.1.93] Crafting tooltip shows insufficient ingredients for a craftable recipe
This happens when an intermediate recipe produces extra items that have to be used in another intermediary to finish crafting. Might be related to 105658.
- Fri Oct 06, 2023 5:43 pm
- Forum: Modding interface requests
- Topic: Extend lua print()
- Replies: 5
- Views: 935
Re: extend LuaGameScript::print()
What's the reason why you don't use write_file? The reason is simple, the requests are so fast-paced and are often many request and that would "wear/tear?" the disk, so I thought instead of doing that I could do it via print since print does not save to disk. You could try using a named p...
- Mon Sep 18, 2023 7:20 pm
- Forum: Gameplay Help
- Topic: Looking for a "research blueprint"
- Replies: 4
- Views: 1476
Re: Looking for a "research blueprint"
Seems like if viewtopic.php?f=6&t=30466 existed it would help with this without being specific to blueprints.
- Fri Jul 07, 2023 6:25 am
- Forum: Fixed for 2.0
- Topic: [1.1.85] Icon dump truncates names with `:`
- Replies: 14
- Views: 2552
Re: [1.1.85] Icon dump truncates names with `:`
Unless I misunderstand; using a hash would require all external tools to know the names ahead of time so they can figure out what hash-name-file is the one they are looking for. If the tool doesn't know what it wants, does it really matter what the file is called? It already doesn't match the exact...
- Thu Jul 06, 2023 7:17 pm
- Forum: Fixed for 2.0
- Topic: [1.1.85] Icon dump truncates names with `:`
- Replies: 14
- Views: 2552
Re: [1.1.85] Icon dump truncates names with `:`
If you really want to over-engineer it, you could also output a JSON file with a map of prototype names : file names, and then you'd have free reign to use whatever mechanism you want to generate valid unique file names - even GUIDs. That would probably be the *right* way to do it, but it also feel...