Search found 169 matches
- 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 ...
- 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...
- Sat Jan 23, 2021 8:49 pm
- Forum: Won't fix.
- Topic: [1.1.14] Connection attempt to incompatible version not well reported
- Replies: 3
- Views: 134
- 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.
- 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.
- 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"
Such is the nature of software...

Such is the nature of software...
- Wed Jan 20, 2021 11:18 pm
- Forum: Questions, reviews and ratings
- Topic: Best mods that don't affect vanilla too much?
- Replies: 3
- Views: 192
Re: Best mods that don't affect vanilla too much?
That's a good selection. I'd add:
- Even Distribution
- Shortcuts
- VehicleSnap
- Fill4Me
- Spidertron Enhancements
- Spidertron Waypoints
[Disclaimer: I wrote the last 2
]
- Even Distribution
- Shortcuts
- VehicleSnap
- Fill4Me
- Spidertron Enhancements
- Spidertron Waypoints
[Disclaimer: I wrote the last 2

- 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 ...
- 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 ...
- 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...
- 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.
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.
- 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!
- Sat Jan 16, 2021 11:36 am
- Forum: General discussion
- Topic: Alt-F4 #21 - The Ultimate Modding Honour
- Replies: 6
- Views: 500
- 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?
I was sort of wrong: see https://lua-api.factorio.com/latest/Lua ... _blueprint
- Thu Jan 14, 2021 5:07 pm
- Forum: Releases
- Topic: Version 1.1.10
- Replies: 13
- Views: 5337
Re: Version 1.1.10
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".
- 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!
- 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
- 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
- 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.
- 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...
- 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