Search found 34 matches
- Sun May 24, 2026 1:16 am
- Forum: Minor issues
- Topic: [1.1.19] mod manager installs and activates dependencies of deactivated mod
- Replies: 9
- Views: 3867
Re: [2.0.76] mod manager installs and activates dependencies of deactivated mod
I have easier solution for you:
keep two separate installs for the game. Add two shortcuts to your desktop, and just launch independently. One for Py one for SA etc. They will never mix or interfere with each other.
Use standalone game installer for this, not Steam.
Yes, this is possible ...
- Fri May 22, 2026 12:44 am
- Forum: Minor issues
- Topic: [1.1.19] mod manager installs and activates dependencies of deactivated mod
- Replies: 9
- Views: 3867
[2.0.76] mod manager installs and activates dependencies of deactivated mod
If you don't want them activated you don't need them updated either.
Maybe the updater could be more intelligent then. When checking for updates the default selection is always "everything". If the default selection was "only currently active mods" that would be much more convenient. People ...
- Wed Apr 29, 2026 11:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.76] Burner assemblers can get fuel stuck in trash slots
- Replies: 3
- Views: 444
Re: [2.0.76] Burner assemblers can get fuel stuck in trash slots
It looks like the machine at {222,38} was previously connected to a circuit network and as such it has control behavior and it has trash inventory present. As a workaround you can copy settings from other assemblers that are working correctly, this action will remove control behavior from this ...
- Wed Apr 29, 2026 10:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.76] Burner assemblers can get fuel stuck in trash slots
- Replies: 3
- Views: 444
[2.0.76] Burner assemblers can get fuel stuck in trash slots
What did you do?
I am playing Pyanodon's (full suite). Relevant to this bug report, there is a building called "Coal powerplant MK 01". This building takes in a fluid (molten salt) and outputs another fluid (hot molten salt), burning certain types of fuel to do so. Three of those fuel types are ...
I am playing Pyanodon's (full suite). Relevant to this bug report, there is a building called "Coal powerplant MK 01". This building takes in a fluid (molten salt) and outputs another fluid (hot molten salt), burning certain types of fuel to do so. Three of those fuel types are ...
- Sat Nov 02, 2024 12:13 am
- Forum: Not a bug
- Topic: [2.0.11] Wired mining drills not sending resource patch data
- Replies: 8
- Views: 2398
Re: [2.0.11] Wired mining drills not sending resource patch data
I'm bumping this bug report as I am able to reproduce it, specifically by loading a save from 2.0.13 in 2.0.14.
In the attached save, there is a mining drill at position (-128.5, -173.5) on Nauvis. The drill currently has no resource to mine, but it was placed on a patch of copper ore initially and ...
In the attached save, there is a mining drill at position (-128.5, -173.5) on Nauvis. The drill currently has no resource to mine, but it was placed on a patch of copper ore initially and ...
- Mon Aug 07, 2023 8:19 pm
- Forum: 1 / 0 magic
- Topic: [1.1.88] Crash loading save as host (SteamContext::getSteamID)
- Replies: 2
- Views: 1847
Re: [1.1.88] Crash loading save as host (SteamContext::getSteamID)
Eventually, we were able to find a way around the issue by finding a time we could both be online. When I hosted the save as multiplayer, he was able to join, and take a save. Then he was able to host that save without any issues.
Something he told me struck me as odd. When he was playing the save ...
Something he told me struck me as odd. When he was playing the save ...
- Thu Aug 03, 2023 4:15 am
- Forum: 1 / 0 magic
- Topic: [1.1.88] Crash loading save as host (SteamContext::getSteamID)
- Replies: 2
- Views: 1847
[1.1.88] Crash loading save as host (SteamContext::getSteamID)
I created a modded save in singleplayer on my computer, with the intent of sending it to my friend to host as a multiplayer game. I am able to load the save as singleplayer on my PC just fine, and so is he. But when he tries to load it as a multiplayer game, he gets a hard crash.
Steps to reproduce ...
Steps to reproduce ...
- Tue Jun 13, 2023 9:04 pm
- Forum: Logistic Train Network
- Topic: Only one train beeing dispatched to a station
- Replies: 2
- Views: 1648
Re: Only one train beeing dispatched to a station
What are your thresholds set to? On both ends - what are your provider station provider thresholds and your requester station requester thresholds?
You're requesting 1.5 trains worth of iron ore at your requester (I'm assuming "Max Min wagons 4" means cargo wagons specifically), so 4 wagons * 40 ...
You're requesting 1.5 trains worth of iron ore at your requester (I'm assuming "Max Min wagons 4" means cargo wagons specifically), so 4 wagons * 40 ...
- Mon Aug 15, 2022 5:35 pm
- Forum: Logistic Train Network
- Topic: Stations act as provider without marking them as such?
- Replies: 4
- Views: 2541
Re: Stations act as provider without marking them as such?
Well it doesn't, when I add back in the combinators - which have a "requesting xyz" value of 51k and a value threashold of -200k the trains still go there as if it's a provider - when there are only a few k items.
That sounds right for the *requester* values.
What robot256 was correctly ...
- Fri Mar 25, 2022 3:21 pm
- Forum: Modding interface requests
- Topic: Seperate Personal Roboport Construction Zone Sprite and Roboport Construction Zone Sprite
- Replies: 4
- Views: 3052
Re: Seperate Personal Roboport Construction Zone Sprite and Roboport Construction Zone Sprite
+1.
I like the idea of being able to tell where my personal roboport construction zone is when I'm inside a larger network.
I like the idea of being able to tell where my personal roboport construction zone is when I'm inside a larger network.
- Mon Mar 07, 2022 12:41 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 59
- Views: 73122
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
As "another user" that Fishy referred to above, I second everything he said. 
- Fri Feb 18, 2022 8:18 pm
- Forum: Implemented Suggestions
- Topic: Insertion limit for labs should account for lab speed (just like it does for assemblers)
- Replies: 4
- Views: 4769
Re: Insertion limit for labs should account for lab speed (just like it does for assemblers)
+1 to this suggestion.
It would be especially useful in Space Exploration, as the sample video shows.
It would be especially useful in Space Exploration, as the sample video shows.
- Wed Feb 02, 2022 12:09 am
- Forum: Resource Spawner Overhaul
- Topic: Command to spawn a naturally-looking ore patch
- Replies: 6
- Views: 42394
Re: Command to spawn a naturally-looking ore patch
I know, I know, I'm necro-ing an old thread.
I just wanted to say thanks for the script - it's very useful! It's great to use when I add a mod that adds a resource after I've started a game.
I just wanted to say thanks for the script - it's very useful! It's great to use when I add a mod that adds a resource after I've started a game.
- Fri Jan 21, 2022 8:32 pm
- Forum: Logistic Train Network
- Topic: Disabling depots
- Replies: 4
- Views: 4373
Re: Disabling depots
Super old thread but still comes up in google.
To prevent non-empty trains from dispatching:
Wire the Depot train stop to a Rail signal in front of it. If train not empty, then disable the rail signal. Can also add a speaker for an alert too.
Works for both standard and fluid cargo.
Yup, this ...
- Mon Jan 17, 2022 10:48 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 59
- Views: 73122
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
I'm loving this set of mods mixed in my K2SE game, thank you for that, Brevven!
Speaking of other mod compatibility, I have a few questions:
K2 recently changed their dirty water filtration so that it doesn't give back 100% of the water that went into it. (This may or may not be SE-specific, I'm ...
Speaking of other mod compatibility, I have a few questions:
K2 recently changed their dirty water filtration so that it doesn't give back 100% of the water that went into it. (This may or may not be SE-specific, I'm ...
- Wed Sep 29, 2021 9:11 pm
- Forum: 1 / 0 magic
- Topic: [1.1.41] Crash loading save: "TransportLine.cpp:872: this->items.distanceToNext >= 0 was not true"
- Replies: 9
- Views: 5361
Re: [1.1.41] Crash loading save: "TransportLine.cpp:872: this->items.distanceToNext >= 0 was not true"
The corruption here reminds me of https://forums.factorio.com/97743.
The 8.2 million number is also consistent between the two reports as well. I wish I had something useful to say beyond this, but I thought it worth pointing out that such a specifically large number appeared in both reports, and ...
The 8.2 million number is also consistent between the two reports as well. I wish I had something useful to say beyond this, but I thought it worth pointing out that such a specifically large number appeared in both reports, and ...
- Wed Sep 29, 2021 8:55 pm
- Forum: Not a bug
- Topic: [1.1.41] Mod changelog list is reversed
- Replies: 7
- Views: 4433
Re: [1.1.41] Mod changelog list is reversed
In-game the changelog is always oldest to newest, even the base game changelog,
So this isn't a bug
Would it be possible to have a user setting that could change this? For me, when I play, I am usually only looking for "what changed between the version of a mod I'm currently using and the ...
- Tue Aug 24, 2021 11:38 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 67407
Re: [1.1] Nullius: A Factorio prequel
As a power player and when repeating Nullius you know all that and can plan ahead. But try to look at it from the perspective of a first time player.
I am a "power player" of Factorio itself, but I have previously started a (short so far, but hopefully to continue later) Nullius playthrough ...
- Wed Jul 21, 2021 10:02 pm
- Forum: Logistic Train Network
- Topic: Error "No Train Found...."
- Replies: 1
- Views: 2115
Re: Error "No Train Found...."
Are the trains at depot stations? Specifically, are they at LTN stops that are receiving the "Is Depot" signal?
Are the depot station, the requester station, and the provider station all in the same network? (If you haven't set any network ID values, then the answer here is yes.)
Are the trains ...
Are the depot station, the requester station, and the provider station all in the same network? (If you haven't set any network ID values, then the answer here is yes.)
Are the trains ...
- Thu Jun 10, 2021 4:09 pm
- Forum: Not a bug
- Topic: Bug when quit game on Mac
- Replies: 5
- Views: 3558
Re: Bug when quit game on Mac
A similar thing has happened to me before. In my case, I found that the problem started when I got my first large (~300MB) save file (it was a Space Exploration playthrough). Ever since then, it takes Steam forever to synchronize saves.
My solution has been to turn off cloud saves. I periodically ...
My solution has been to turn off cloud saves. I periodically ...