Search found 1116 matches

by robot256
Thu Mar 27, 2025 5:58 pm
Forum: Technical Help
Topic: [2.0.42] Game updates break my save games
Replies: 1
Views: 59

Re: [2.0.42] Game updates break my save games

Most likely explanation is that your save file has corrupted data in it that was saved after a memory error occurred while you were playing at sone point in the past.

Run Memtest on your computer to see what the problem is. Once you fix it (say, by pulling out a bad RAM stick), there are ways that ...
by robot256
Thu Mar 27, 2025 6:18 am
Forum: Not a bug
Topic: [2.0.41] Error loading Base mod: tile prototype "empty-space" missing
Replies: 4
Views: 214

Re: [2.0.41] Error loading Base mod: tile prototype "empty-space" missing

This is a modded game, so the first cause to rule out is a mod or group of mods doing something dumb. SearchlightAssault is the most likely among them to manipulate tile deifnitions, try removing it and see if the error goes away.
by robot256
Thu Mar 27, 2025 1:09 am
Forum: Resolved for the next release
Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
Replies: 8
Views: 470

Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily

Does the inserter find a new target if the proxy is unlinked and relinked in the same tick/event handler? The biggest hack would be linking "disabled" proxies to empty/full/0-slot script inventories to prevent inserters from getting distracted.

Seems like what you need is the ability to set a ...
by robot256
Wed Mar 26, 2025 8:49 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
Replies: 8
Views: 470

Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily

Since your mod is already setting explicit targets for the inserters, it should be trivial to re-assign them when the proxy targets change. Or better still, if possible, give the proxy containers fixed targets and change the inventory selection by altering just the inserter targets.
by robot256
Sat Mar 22, 2025 6:33 am
Forum: General discussion
Topic: Unbeatable anti-cheat.
Replies: 11
Views: 997

Re: Unbeatable anti-cheat.


an aimbot is kind of superfluous on its own, but something like an aimbot that automatically cycles between different weapons for higher DPS or targets specific enemies with certain weapons seems possible.


Totally possible to do within the modding framework. But you're talking about doing it ...
by robot256
Fri Mar 21, 2025 10:05 pm
Forum: Modding help
Topic: Setting Circuit connections for a new entity
Replies: 2
Views: 144

Re: Setting Circuit connections for a new entity

Simple. Use https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_wire_connector and https://lua-api.factorio.com/latest/classes/LuaWireConnector.html#connections to identify which wire connectors belonging to other entities are connected to your entity with each type of wire. Then use ...
by robot256
Thu Mar 20, 2025 7:35 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Replies: 3
Views: 737

Re: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag


This seems to have broken any mods that had radially symmetric sprites marked not-rotatable. It the very least break blueprints from the Pyanodon mods with many of their tanks, but I assume it is a wider issue.

Obviously this is a correct behavior vs mod compatibility issue, so not I'm not sure ...
by robot256
Wed Mar 19, 2025 11:40 pm
Forum: Technical Help
Topic: [2.0.41] Corrupt map: unknown entity prototype ID 34720
Replies: 2
Views: 193

Re: [2.0.41] Corrupt map: unknown entity prototype ID 34720

The falling hardware referenced in the message is your RAM, CPU, or motherboard. The game became corrupted in memory while you were playing, and the corrupted data was written to all the save files. Memtest86 is the first diagnostic to run. Only way to rescue that save file is by hexediting the file ...
by robot256
Wed Mar 19, 2025 9:40 pm
Forum: Ideas and Suggestions
Topic: Add more decimal places in assembler tooltip
Replies: 11
Views: 1131

Re: Add more decimal places in assembler tooltip

This is a nice idea. Also note that for players interested in very precise calculations, mods like Rate Calculator give the ultimate solution, but in a mod.
by robot256
Wed Mar 19, 2025 5:30 pm
Forum: Modding discussion
Topic: How to define forward compatible prototypes
Replies: 2
Views: 164

Re: How to define forward compatible prototypes

If you want to make sure it's the same prototype no matter which mod (or both) is loaded and which was updated most recently, you can make a library mod that both mods use as a dependency.
by robot256
Sun Mar 16, 2025 4:05 am
Forum: Duplicates
Topic: [2.0.41] Crash placing underground ghost on top of belt
Replies: 1
Views: 110

[2.0.41] Crash placing underground ghost on top of belt

This crash appeared on my multiplayer server. From the player who triggered it: "i think what caused it is i put a turbo underground unconfirmed on top of a belt"

It might be an interaction between belt building and the ConstructionPlannerContinued_4.0.7 mod. Sorry I don't have time to make a full ...
by robot256
Sat Mar 15, 2025 12:11 pm
Forum: Won't fix.
Topic: [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
Replies: 10
Views: 1739

Re: [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)


Neat, a recursion problem in real life! :D A thought occurs: what if Handcrafting is made Simpler to deal with Spoilables, not more complex?

What if the Handcrafting of Spoilable items is restricted to 1 Craft at a time? I think the calculated “Spoil Time” for each item would then be ...
by robot256
Thu Mar 13, 2025 2:10 pm
Forum: General discussion
Topic: Unbeatable anti-cheat.
Replies: 11
Views: 997

Re: Unbeatable anti-cheat.

When you look at the Factorio multiplayer system as a whole, it is a very short distance away from avionics-grade reliability and redundancy. The only thing missing is proactive error correction in some places. This happens to be the direction the developers chose to put a lot of their time and ...
by robot256
Thu Mar 13, 2025 1:57 pm
Forum: Won't fix.
Topic: [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)
Replies: 10
Views: 1739

Re: [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR)

It's effectively partially disabled now, except the message to the user is by spoiling the first large batch they try to hand-process. If there was a hard limit on how many spoilable items you could queue, or some sort of text warning that the result might spoil before you're done crafting then it ...
by robot256
Wed Mar 12, 2025 3:59 pm
Forum: Gameplay Help
Topic: Train interruption exceeds train limit
Replies: 17
Views: 731

Re: Train interruption exceeds train limit

Everything gets simpler if you decide to allow loaded trains to wait at the loading stop until needed. Then you can use a generic interrupt with just one stop (unload [cargo item]). And the loading stations are the depots they return to.
by robot256
Wed Mar 12, 2025 1:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.32] Filtered deconstruction planner doesn't match non-straight ghost rail
Replies: 2
Views: 517

Re: [2.0.32] Filtered deconstruction planner doesn't match non-straight ghost rail

I know this was a feature in 1.1 so that you could select only straight or only curved rails. Now that there are 6 flavors of rails (plus elevated), it would be really nice if a shortcut exists for "all rails".
by robot256
Tue Mar 11, 2025 5:28 pm
Forum: Gameplay Help
Topic: Train interruption exceeds train limit
Replies: 17
Views: 731

Re: Train interruption exceeds train limit



Yes, the only generic system that seems to be officially supported is to have one interrupt dispatching empty trains from the depot to a loading station, and a second interrupt dispatching loaded trains to the unloading station of the resource it contains.

Thinking about it again, the solution ...
by robot256
Tue Mar 11, 2025 3:56 pm
Forum: Gameplay Help
Topic: Train interruption exceeds train limit
Replies: 17
Views: 731

Re: Train interruption exceeds train limit

I think it will make much more sense if you use the Priority setting to increase the priority of the loading stops based on how few trains are already waiting loaded with that resource. That way you don't need one train for every loading stop necessarily, and you can ensure that the next empty train ...
by robot256
Tue Mar 11, 2025 3:33 pm
Forum: Gameplay Help
Topic: Train interruption exceeds train limit
Replies: 17
Views: 731

Re: Train interruption exceeds train limit

Yes, the only generic system that seems to be officially supported is to have one interrupt dispatching empty trains from the depot to a loading station, and a second interrupt dispatching loaded trains to the unloading station of the resource it contains.

Thinking about it again, the solution I ...
by robot256
Tue Mar 11, 2025 2:21 pm
Forum: Releases
Topic: Version 2.0.39
Replies: 9
Views: 8510

Re: Version 2.0.39


I got a bunch of X-recycling recipes removed notices on my saves. I DID save a copy after the patch. So I have before & after. Looks benign to me though. I got:

tank-machine-gun-recycling
vehicle-machine-gun-recycling
tank-flamethrower-recycling
some wirestuff-recycling.


They removed recycling ...

Go to advanced search