> Perhaps even the one the serializer is already doing, the "<null>"
It would for sure be the most compatible for anybody who already made a blueprint in this way unknowingly
Search found 22 matches
- Sat Nov 09, 2024 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] "Unknown entity name: <null>" error importing blueprint of turret with gaps in target priority list
- Replies: 3
- Views: 813
- Thu Nov 07, 2024 12:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] "Unknown entity name: <null>" error importing blueprint of turret with gaps in target priority list
- Replies: 3
- Views: 813
[Rseding91] [2.0.15] "Unknown entity name: <null>" error importing blueprint of turret with gaps in target priority list
Steps to reproduce: 1. Place a turret, and configure it with 3 target priorities 11-06-2024, 19-43-32.png 2. Right click the middle target priority to remove it, leaving a gap 11-06-2024, 19-43-57.png 3. Take a blueprint of the turret, and export the blueprint string 0eNptj9sKg0AMRP9lnlfoZRVdSn9EpGi...
- Sun Oct 27, 2024 2:14 pm
- Forum: Gameplay Help
- Topic: Bots grab new repair packs every time?
- Replies: 6
- Views: 904
Re: Bots grab new repair packs every time?
I did a little testing and this is definitely not assigning robots correctly, I wrote up a bug report with a demo save here: viewtopic.php?f=7&t=117937&p=626530
- Sun Oct 27, 2024 2:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.11] Incorrect robot assignment for repairs if any logistics chest has repair packs
- Replies: 11
- Views: 1549
[Genhis][2.0.11] Incorrect robot assignment for repairs if any logistics chest has repair packs
If a logistics chest somewhere in the network contains repair packs, robots will ignore closer repair packs in a roboport and fly to the chest to get repair packs instead. Attached is a save demonstrating the issue. When the wall is damaged, I expect a robot from the nearby roboport, full of repair ...
- Sat Oct 26, 2024 2:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.11] Asteroid chunks sometimes noclip through space platforms
- Replies: 1
- Views: 783
[Genhis] [2.0.11] Asteroid chunks sometimes noclip through space platforms
I know this is a minor issue, but I have a save to show it! Sometimes the tiny asteroid chunks can pass right through space platforms instead of crashing into the sides. I managed to catch it in action in a save (attached). Go look at the Razorback platform, just below the southeastern asteroid coll...
- Sun Oct 20, 2024 5:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex][2.0.6] Programmable speakers don't support blueprint parameters
- Replies: 1
- Views: 370
[Kovarex][2.0.6] Programmable speakers don't support blueprint parameters
If I set up a programmable speaker, should I be able to parameterize it? It certainly seems like parameters should work in these fields: 10-20-2024, 13-01-53.png 10-20-2024, 13-02-07.png If I enable Settings > Interface > Show parameters in selection list, and put a parameter in the speaker, it stil...
- Sat Dec 17, 2022 7:15 pm
- Forum: Technical Help
- Topic: Programmatically resolving version aliases like stable/console/switch into version numbers?
- Replies: 2
- Views: 916
Re: Programmatically resolving version aliases like stable/console/switch into version numbers?
Thanks for that link, that's great to know about. Is it possible for that to list the console version too, or is the Switch side of the release process less automated (due to review policies / etc, no need to get detailed) and that tag is just manually updated on Steam? If not, since updates are fai...
- Sat Dec 17, 2022 4:03 pm
- Forum: Technical Help
- Topic: Programmatically resolving version aliases like stable/console/switch into version numbers?
- Replies: 2
- Views: 916
Programmatically resolving version aliases like stable/console/switch into version numbers?
Is there some endpoint to programmatically resolve Factorio version aliases like stable or experimental or console into firm version numbers like 1.1.74 ? I know there are these aliases on Steam but that information doesn't seem to be readily consumable by code. I'm looking to offer hosting for Swit...
- Sat Oct 29, 2022 8:56 pm
- Forum: Not a bug
- Topic: [1.1.70] Poor performance when large quantities of spidertrons congregate in one location
- Replies: 2
- Views: 1109
[1.1.70] Poor performance when large quantities of spidertrons congregate in one location
If a large number of spidertrons attempt to stand in the same location, game update starts taking longer and longer. Steps to reproduce: Spawn 1000 spiders in a 2x2 chunk area (fully paved and free of any obstructions): for i=1,1000 do local x = -32 + 64*math.random() local y = -32 + 64*math.random(...
- Fri Nov 05, 2021 12:48 pm
- Forum: Releases
- Topic: Version 1.1.46
- Replies: 5
- Views: 14479
Re: Version 1.1.46
Is this to do with equipment in equipment grids (i.e. crafting modded armor from a lower tier armor that has equipment in it that you forgot to remove), or are sub items something else?Sub items are now removed from items used in hand-crafting.
- Sat Jun 05, 2021 2:03 pm
- Forum: Tools
- Topic: Introducing FactorioBin - the fastest, easiest way to share your blueprint strings (alternative to Pastebin / etc)
- Replies: 2
- Views: 5985
Introducing FactorioBin - the fastest, easiest way to share your blueprint strings (alternative to Pastebin / etc)
Hey everybody! Lately, I think we all have been frustrated with the fact that Pastebin has deleted or restricted access to many Factorio blueprints, even if you are logged in. They've done this retroactively too, which means a lot of blueprints are lost forever. I really liked the simplicity of shar...
- Tue May 25, 2021 1:24 am
- Forum: Ideas and Suggestions
- Topic: Make "sync mods" button larger and more noticeable
- Replies: 13
- Views: 3419
Re: Make "sync mods" button larger and more noticeable
I've heard from players who switch often between modded and unmodded saves, and are frustrated that the Load button only prompts them about specific types of mod mismatches, while the small, hard-to-miss, Sync Mods button handles all the scenarios. In particular, their pain was around accidentally l...
- Mon Mar 01, 2021 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.25] Placing a map-interactible entity from map view opens entity's GUI when Drag Map is rebound.
- Replies: 2
- Views: 2979
[kovarex] [1.1.25] Placing a map-interactible entity from map view opens entity's GUI when Drag Map is rebound.
This bug can be triggered reliably by rebinding Drag Map, which is something I know players sometimes will do in order to be able to drag an artillery remote on map view to spam-fire at dense biter nests. Steps to reproduce with a fresh install of 1.1.26 on Win64 (unzipped standalone copy of the gam...
- Wed Sep 23, 2020 3:39 am
- Forum: General discussion
- Topic: Math time: binomial distributions in splitter pyramids, and the effects of splitter biases
- Replies: 1
- Views: 4051
Math time: binomial distributions in splitter pyramids, and the effects of splitter biases
Introduction I got to wondering about splitter pyramids. You know, these contraptions you might build the first time you're trying to split a belt into 6 to load into a train wagon: example.png Splitters alternate sending items right and then left. The first item arriving at a newly placed splitter...
- Sat Aug 22, 2020 1:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] enemy force's ghost entities are visible on player force's map view
- Replies: 5
- Views: 1435
[Rseding91] [1.0.0] enemy force's ghost entities are visible on player force's map view
entity-ghosts that belong to the enemy force are not visible to the player in the main world, but they are visible (drawn in red) in map view. I believe this changed recently, with the big 0.18.x blueprint update which started drawing ghosts in map view. It's probably the case that enemy ghosts shou...
- Thu Aug 20, 2020 3:53 am
- Forum: Modding interface requests
- Topic: Lua access to map view's base-layer data (the 1 pixel per tile stuff, e.g. belts = 1 yellow pixel)
- Replies: 0
- Views: 981
Lua access to map view's base-layer data (the 1 pixel per tile stuff, e.g. belts = 1 yellow pixel)
I'm looking to build a mod that can export the map view representation of a base for a feature similar to https://factoriomaps.com I'm not looking to replicate exactly what is on a user's screen - instead, I'm looking for the underlying chunk-level imagery upon which the rest of map view's features ...
- Mon Aug 17, 2020 1:00 pm
- Forum: Won't implement
- Topic: Way to assign trees to forces other than neutral
- Replies: 1
- Views: 1163
Way to assign trees to forces other than neutral
Currently, it seems that all entities with type "tree" are hard-locked to the "neutral" force (if placed with other forces in /editor it ends up being neutral anyways, and assigning a new value to LuaEntity.force does not work as it does for other types of entities). Is it possib...
- Sun Jul 26, 2020 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Empty blueprint books give malformed value when I "Export to string"
- Replies: 2
- Views: 2515
- Sat Jul 18, 2020 2:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Empty blueprint books give malformed value when I "Export to string"
- Replies: 2
- Views: 2515
[0.18.36] Empty blueprint books give malformed value when I "Export to string"
Vanilla, 0.18.36, no mods, tried on both MacOS and Windows builds. This is admittedly a minor issue, and it's possible the upcoming changes to blueprints talked about in FFF-356 will render this obsolete, but here we go: It seems that at least one other user "in the wild" has run into this...
- Fri Jan 11, 2019 3:48 pm
- Forum: Duplicates
- Topic: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines
- Replies: 5
- Views: 2273
Re: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines
Thanks Zavian and Darkfrei, it looks like this won't be addressed any time soon. I'll try out that modded inserter for pulling burnt fuel and see if it's something I want add as a dependency for my mod, or just give up on burner fuel for my machines.