Search found 23 matches
- Thu Jun 25, 2026 1:23 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 236
- Views: 151755
Re: Version 2.1.7
Congratulations for the game and thanks for all the hard work! It is awesome! I was already playing before and updated to this version and everything seems ok. The only thing I can't find is: [space-age] Added ruins and decoratives to Fulgora oil sands. The other graphics changes (Vulcanus ...
- Thu Jun 25, 2026 2:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
- Replies: 8
- Views: 1705
Re: [2.1.7] Fulgora generates too much land on 2.0 saves
My suspicious was correct, this issue is somehow caused by the new tiles not being populated in the autoplace_settings. The following console command will fix the problem on a migrated 2.0 save:
/c local mgs = game.surfaces.fulgora.map_gen_settings
mgs.autoplace_settings.tile.settings["oil-ocean ...
- Wed Jun 24, 2026 7:56 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 236
- Views: 151755
Re: Version 2.1.7
Congratulations for the game and thanks for all the hard work! It is awesome! I was already playing before and updated to this version and everything seems ok. The only thing I can't find is: [space-age] Added ruins and decoratives to Fulgora oil sands. The other graphics changes (Vulcanus ...
- Wed Jun 24, 2026 1:02 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 236
- Views: 151755
Re: Version 2.1.7
Congratulations for the game and thanks for all the hard work! It is awesome! I was already playing before and updated to this version and everything seems ok. The only thing I can't find is: [space-age] Added ruins and decoratives to Fulgora oil sands. The other graphics changes (Vulcanus ...
- Fri Apr 17, 2026 3:16 pm
- Forum: Not a bug
- Topic: [2.0.76] Weird blueprint texture in water
- Replies: 1
- Views: 311
[2.0.76] Weird blueprint texture in water
I have loaded the save game and found this weird texture in the water.
I researched for possible existing bugs but didn't find any.
I created this mining field using a mining cell blueprint (it is in the save game). I pasted the blueprint using the shift+left mouse button.
So it showed a dark blue ...
I researched for possible existing bugs but didn't find any.
I created this mining field using a mining cell blueprint (it is in the save game). I pasted the blueprint using the shift+left mouse button.
So it showed a dark blue ...
- Sun Feb 09, 2025 8:23 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Wube staff - wube/factorio-data github adjustment
- Replies: 4
- Views: 4539
Re: Wube staff - wube/factorio-data github adjustment
Boskid,
Thank you for your reply.
I am just trying to get all the recipes for the vanilla space age to improve my 1.0 calculator. I got from the forums a lua script to create a csv file with them. It doesn’t work anymore.
I’ll try Muche’s idea combined with a Python script to get the recipes.
I ...
Thank you for your reply.
I am just trying to get all the recipes for the vanilla space age to improve my 1.0 calculator. I got from the forums a lua script to create a csv file with them. It doesn’t work anymore.
I’ll try Muche’s idea combined with a Python script to get the recipes.
I ...
- Sun Feb 09, 2025 3:52 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Wube staff - wube/factorio-data github adjustment
- Replies: 4
- Views: 4539
Re: Wube staff - wube/factorio-data github adjustment
Muche,
Thank you for your reply. I will try with the dump data process. But for the sake of following one structure, I believe that changing the name in the elevated-rails folder to recipe.lua would be neat (if possible).
Best regards,
Marcos
Thank you for your reply. I will try with the dump data process. But for the sake of following one structure, I believe that changing the name in the elevated-rails folder to recipe.lua would be neat (if possible).
Best regards,
Marcos
- Sun Feb 09, 2025 1:07 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Wube staff - wube/factorio-data github adjustment
- Replies: 4
- Views: 4539
Wube staff - wube/factorio-data github adjustment
Dear all,
I am updating my excel calculator for Space Age. I used a lua script with all the recipes, but this is not working anymore for space age. I found the github repository made by wube named factorio-data.
I downloaded it and found the recipe.lua files and I am trying to make a python code ...
I am updating my excel calculator for Space Age. I used a lua script with all the recipes, but this is not working anymore for space age. I found the github repository made by wube named factorio-data.
I downloaded it and found the recipe.lua files and I am trying to make a python code ...
- Tue Jan 28, 2025 6:27 pm
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 16381
Re: Version 2.0.33
Good afternoon. I am trying to update it and I am receiving this message:
Update failed: Checking update packages failed: File C:/Program Files/Factorio/data/../doc-html/concepts/Tags.html has unexpected content.
Should I do anything? Thank you, best regards and congratulations for the awesome ...
Update failed: Checking update packages failed: File C:/Program Files/Factorio/data/../doc-html/concepts/Tags.html has unexpected content.
Should I do anything? Thank you, best regards and congratulations for the awesome ...
- Fri Nov 01, 2024 1:15 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 55
- Views: 92952
Re: Production Calculator Google Sheet [Vanilla, Krastorio2, Space Exploration - 2024 REVAMP]
Hi again Ignatio,
Long time I posted here and hope you are well. Do you have an updated script for Lua so as I can use it with Space Age? The old one still works? Which version of Lua should I continue using?
Best regards,
Marcos
Long time I posted here and hope you are well. Do you have an updated script for Lua so as I can use it with Space Age? The old one still works? Which version of Lua should I continue using?
Best regards,
Marcos
- Mon Apr 08, 2024 4:59 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 69445
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Hi all! Amazing expansion and congratulations for all the work.
With pump filters, will two connected pipes be able to have different fluids? Will I have to wait for the pipes to empty to change the fluid? Will it be possible to connect the network to a pipe to see its contents?
Best regards
With pump filters, will two connected pipes be able to have different fluids? Will I have to wait for the pipes to empty to change the fluid? Will it be possible to connect the network to a pipe to see its contents?
Best regards
- Fri Sep 29, 2023 3:47 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 236494
Re: Friday Facts #378 - Trains on another level
Congratulations on the game and the expansion! I am eager to play it!. What are the "rules" for the elevated support? Will there be a max distance between them? Or only when there is a change of direction? etc. Best regards
- Fri Jan 01, 2021 2:20 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 55
- Views: 92952
Re: Production Calculator Google Sheet [1.0]
Ignatio,
I have been using the 0.17 version and it has consistently worked for me. But I have updated the game for the 1.1 version (latest experimental).
I run with and without serpent.lua in the factorio folder and got new errors (same with and without). The screenshot is below (as you can see I ...
I have been using the 0.17 version and it has consistently worked for me. But I have updated the game for the 1.1 version (latest experimental).
I run with and without serpent.lua in the factorio folder and got new errors (same with and without). The screenshot is below (as you can see I ...
- Sun Dec 27, 2020 1:59 pm
- Forum: Gameplay Help
- Topic: [1.1.5] Train stop - inserter loading train although being disabled
- Replies: 8
- Views: 4867
Re: [1.1.5] Train stop - inserter loading train although being disabled
Just as an update - I thank you for all your advice. @foamy and Zanthra, I thank you for your solutions. They are simpler and probably more efficient but I wanted to challenge myself. The solution I found was:
Imagem7.jpg
I'll try to explain the solution and will be available for any questions ...
Imagem7.jpg
I'll try to explain the solution and will be available for any questions ...
- Sun Dec 27, 2020 1:29 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 55
- Views: 92952
Re: Production Calculator Google Sheet [1.0]
Ignatio, congratulations for the awesome calculator and script. I have been using the script for a while, but recently it stopped working. The error I received was:
factorio lua.jpg
As line 172 is part of a call for serpent, maybe that is the error. I tried to put serpent.lua in the same ...
factorio lua.jpg
As line 172 is part of a call for serpent, maybe that is the error. I tried to put serpent.lua in the same ...
- Sun Dec 06, 2020 1:01 am
- Forum: Gameplay Help
- Topic: [1.1.5] Train stop - inserter loading train although being disabled
- Replies: 8
- Views: 4867
Re: [1.1.5] Train stop - inserter loading train although being disabled
Loewchen and p4wana,
I was able to implement it using your tips - thank you very much for all your help and sorry to post it as a bug.
Best regards,
Marcos
I was able to implement it using your tips - thank you very much for all your help and sorry to post it as a bug.
Best regards,
Marcos
- Sat Dec 05, 2020 10:56 pm
- Forum: Gameplay Help
- Topic: [1.1.5] Train stop - inserter loading train although being disabled
- Replies: 8
- Views: 4867
Re: [1.1.5] Train stop - inserter loading train although being disabled
Loewchen,
Thank you very much for your reply but I still believe there is an issue. From the link you provided I understood that the inserter still kept some itens in its hand, so, when the next train arrived (my barrel train), it would empty it. That is not the case - I tried two different methods ...
Thank you very much for your reply but I still believe there is an issue. From the link you provided I understood that the inserter still kept some itens in its hand, so, when the next train arrived (my barrel train), it would empty it. That is not the case - I tried two different methods ...
- Sat Dec 05, 2020 5:24 pm
- Forum: Gameplay Help
- Topic: [1.1.5] Train stop - inserter loading train although being disabled
- Replies: 8
- Views: 4867
[1.1.5] Train stop - inserter loading train although being disabled
I designed a train stop for my uranium mining. My sulfuric acid setup is far away and I bring it with barrels. So to remove items from this area, I designed the loading stop for two items (uranium and empty barrels). The uranium train is set up with filters in its cargo and is no problem. The barrel ...
- Sat Dec 14, 2019 1:14 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 42162
Re: Friday Facts #325 - New Explosions and Particles
To the dev team,
Congratulations on the awesome game!!!
Congratulations on the awesome game!!!
- Sun Oct 20, 2019 1:29 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 56523
Re: Friday Facts #317 - New pathfinding algorithm
Congratulations on the new pathfinding algorithm and good luck Togos.
I have been expanding my base so I have done a lot of fighting. I usually build a turret barrier and attract the enemies. I have observed that they don't attack the barrier but focus on trying to reach the player, as seen in the ...
I have been expanding my base so I have done a lot of fighting. I usually build a turret barrier and attract the enemies. I have observed that they don't attack the barrier but focus on trying to reach the player, as seen in the ...