Search found 169 matches

by Xorimuth
Mon Jan 25, 2021 3:39 pm
Forum: Off topic
Topic: What's next for Wube?
Replies: 9
Views: 1313

Re: What's next for Wube?

https://www.reddit.com/r/factorio/comments/l3ary4/expansion_confirmed/ Can't find this ""our next step is creating an expansion for it." comment. Didn't look too hard. May have been removed by wube. Anyone? Could have been a mistake, could have been wube is planning on 3d expansion of Factorio but ...
by Xorimuth
Mon Jan 25, 2021 3:03 pm
Forum: Balancing
Topic: Spidertron grid size
Replies: 14
Views: 263

Re: Spidertron grid size

And why not keep is as it is so the players have to make choices about what kind of spidertrons they want? 8-) Yes indeed. The issue is that you even if you stuff it with exoskeletons, you can only have 3 (or 5 for a limited time if you have lots of batteries). This is arguably not fast enough. Eve...
by Xorimuth
Sat Jan 23, 2021 11:46 am
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 17
Views: 682

Re: The thing that bothers me since game start

Not a mod, that was vanilla - it was changed in 0.12. It is so since beginning of the development. It has never changed. It never behaved like https://mods.factorio.com/mod/belt-overflow in vanilla, but they would overflow off the end of belts by one instead of stopping at the end of the belt.
by Xorimuth
Fri Jan 22, 2021 4:00 pm
Forum: Not a bug
Topic: [1.1.3] All single click interaction now requires double click
Replies: 6
Views: 356

Re: [1.1.13] Sporadic double-click collapsing when using Steam launcher

I play on Mac, and I've had this happen a couple of times over the last 2 years. Restarting the game always solves it. Seeing as the issue is so sporadic, and the macOS user base being so small, I wouldn't expect this to get fixed.
by Xorimuth
Fri Jan 22, 2021 1:10 am
Forum: General discussion
Topic: No Bugs in Reported Bug list.
Replies: 1
Views: 206

Re: No Bugs in Reported Bug list.

It is very cool, although the same was the true last Friday evening before 1.1.12 was released on the Saturday. But here we are with "Resolved for next release: 30" :D

Such is the nature of software...
by Xorimuth
Wed Jan 20, 2021 2:47 am
Forum: Ideas and Suggestions
Topic: Save in Background
Replies: 30
Views: 3499

Re: Save in Background

since background saving is to much of a overhaul for factorio as stated before in this thread i would suggest this. 1. why not allow to set a save interval like in multiplayer? i only play in multiplayer just because of this option as it is now. 2. Show a warning timer (timer maybe user defined in ...
by Xorimuth
Sat Jan 16, 2021 3:34 pm
Forum: General discussion
Topic: Please help me make a choice
Replies: 6
Views: 499

Re: Please help me make a choice

1.1.12 is very stable. There are no bugs reported for it that will crash/corrupt a game (and only about 2 total: https://forums.factorio.com/viewforum.php?f=7). It will probably be official marked stable this week. 1.0.0 actually has many more bugs than 1.1.12 does. Also, even if it does crash, you ...
by Xorimuth
Sat Jan 16, 2021 3:21 pm
Forum: Technical Help
Topic: Factorio quits without warning
Replies: 11
Views: 288

Re: Factorio quits without warning

@Xorimuth: Thanks. Did not know this option/feature. I was googling for it and I found another post in this forum that mentioned that it can corrupt save files… Would like to avoid that. :) Well it is technically "experimental" and not quite fully supported. On the other hand, I think that people w...
by Xorimuth
Sat Jan 16, 2021 3:08 pm
Forum: Technical Help
Topic: Factorio quits without warning
Replies: 11
Views: 288

Re: Factorio quits without warning

I use Mac as well, and I think I've done this at least once. A warning would be nice.

You should enable the hidden option "Non blocking saves" which means that autosaves don't interrupt your playing and you can autosave much more frequently.
by Xorimuth
Sat Jan 16, 2021 12:23 pm
Forum: Duplicates
Topic: [1.1.9] Mod settings resetting to default when reopening mod settings
Replies: 2
Views: 264

Re: [1.1.9] Mod settings resetting to default when reopening mod settings

Thanks for the explanation... I'm surprised that I've never encountered this before!
by Xorimuth
Sat Jan 16, 2021 11:36 am
Forum: General discussion
Topic: Alt-F4 #21 - The Ultimate Modding Honour
Replies: 6
Views: 500

Re: Alt-F4 #21 - The Ultimate Modding Honour

Trific wrote:
Sat Jan 16, 2021 4:54 am
Mebbe it's some issue with Safari?
Probably: it doesn’t work for me on safari either. Nbd
by Xorimuth
Sat Jan 16, 2021 11:27 am
Forum: Modding help
Topic: How to access temporary BP in player's hand?
Replies: 4
Views: 158

Re: How to access temporary BP in player's hand?

targetsan wrote:
Tue Jan 05, 2021 9:27 pm
Well, I'm not trying to mess with BP library. I just want to modify BP picked from there as if it was a temporary.
I was sort of wrong: see https://lua-api.factorio.com/latest/Lua ... _blueprint
by Xorimuth
Thu Jan 14, 2021 5:07 pm
Forum: Releases
Topic: Version 1.1.10
Replies: 13
Views: 5337

Re: Version 1.1.10

Usul wrote:
Thu Jan 14, 2021 5:01 pm
Nope. Try it.... stopped belt with wire connected-> Status: "Working".
That should probably be changed then. Even so, belts can be set by mods to be inactive: https://lua-api.factorio.com/latest/Lua ... ity.active. This changes their status to something like "Disabled by script".
by Xorimuth
Thu Jan 14, 2021 11:24 am
Forum: Implemented mod requests
Topic: expose custom name
Replies: 4
Views: 224

Re: expose custom name

Added in 1.1.9 as LuaEntity.entity_label. Thanks!
by Xorimuth
Thu Jan 14, 2021 10:10 am
Forum: Duplicates
Topic: [1.1.9] Mod settings resetting to default when reopening mod settings
Replies: 2
Views: 264

[1.1.9] Mod settings resetting to default when reopening mod settings

To reproduce:
- Install a mod that defines mod settings
- Change a setting
- If you return to the mod setting page before resuming the settings will have been reset
- Only when you resume game are the settings properly saved
by Xorimuth
Wed Jan 13, 2021 7:05 pm
Forum: Modding help
Topic: Connecting two entities
Replies: 5
Views: 161

Re: Connecting two entities

Editor Extensions also contains functionality for linked belts usable in game.
by Xorimuth
Wed Jan 13, 2021 3:26 pm
Forum: Technical Help
Topic: [1.1.5] Minor - Continue button now always starts Hosted game
Replies: 7
Views: 419

Re: [1.1.5] Minor - Continue button now always starts Hosted game

I'm still having this issue: macOS 11, Factorio 1.1.8 (but it has been around since at least 1.1.4) When I open the game from steam, or in Instrument Mode with steam open the Continue button is always "Join <my server name>". If I open the game up in Instrument Mode without steam open then the Cont...
by Xorimuth
Wed Jan 13, 2021 3:12 pm
Forum: Not a bug
Topic: [1.1.8] inconsistencies with underground ghosts when upgrading
Replies: 5
Views: 161

Re: [1.1.8] inconsistencies with underground ghosts when upgrading

Lou wrote:
Wed Jan 13, 2021 3:10 pm
So the inconsistency OP referred to is not between yellow/red underground belt, but between same/different underground belt ...
Correct. You can see the same bug(?) when placing a blue underground on a red ghost.

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