Search found 587 matches
- Thu Feb 06, 2025 7:53 pm
- Forum: Won't fix.
- Topic: [2.0.13] Interface scaling hides UI above 100%
- Replies: 5
- Views: 902
Re: [2.0.13] Interface scaling hides UI above 100%
Thanks for the report however we have no plans to do anything with this. Scales above 100% are only intended for use on displays that have the physical space to show the additional size. If you run into issues like this, the solution is to reduce the scale back to 100%. We already have issues ...
- Thu Feb 06, 2025 7:45 pm
- Forum: Duplicates
- Topic: [2.0.30] Cannot view power consumption of cryogenic plant
- Replies: 3
- Views: 356
Re: [2.0.30] Cannot view power consumption of cryogenic plant
This is driving me nuts as well. I have to use UI scale of 125% to be able to click anything with any level of reliability - at 100% I miss my click target more than 30% of the time, as they are too physically small to accurately aim at - and so not only are a large number of tooltips cut off for me ...
- Mon Feb 03, 2025 11:49 pm
- Forum: Bug Reports
- Topic: [2.0.32] Crash when bots try to place a train ghost while there is an existing train on the Track
- Replies: 3
- Views: 407
Re: [2.0.32] Crash when bots try to place a train ghost while there is an existing train on the Track
I just had this happen myself: 

Code: Select all
Stack trace logging done
77.737 Error Rail.cpp:181: this->state == RailConnectionDirection::None was not true
77.737 Error CrashHandler.cpp:643: Received 22
- Tue Jan 07, 2025 11:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Space platform wrongly reports insufficient space when launching items that fit with existing
- Replies: 1
- Views: 674
[Rseding91] Space platform wrongly reports insufficient space when launching items that fit with existing
The issue is pretty simple to reproduce - have a space platform with more than zero free slots but less than the total number of types being attempted to be launched to it (via a manually-loaded rocket). Configure the numbers such that most of the launched items will stack with existing platform ...
- Sat Jul 13, 2024 1:35 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 30584
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
I like the idea of the display panel of the great deal, but really dislike this particular design: aside from raw visual appeal - or lack thereof - there is the worse issue that it is quite discomforting, as it evokes a cyclopean alien staring at you.
- Sat Aug 07, 2021 3:47 am
- Forum: Ideas and Requests For Mods
- Topic: Humidty Extractor
- Replies: 2
- Views: 1759
Re: Humidty Extractor
My DewPointAggregator is exactly this mod idea, down to the "extract from ambient humidity" concept.
https://mods.factorio.com/mod/DewPointAggregator
https://mods.factorio.com/mod/DewPointAggregator
- Thu Jul 22, 2021 3:02 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 31348
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Love this mod, but is there a way to revert pollution values back to vanilla settings?
Not while keeping the mod installed, as it will just set them back (nor would 90% of the mod make sense with those values reverted).
If you mean after uninstalling, yes, you can set them with the console ...
- Sat Jun 19, 2021 5:47 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 34405
Re: Geothermal - A clean, but powerful power source all day long
i am having an issue with this mod when Industrial Revolution 2 is loaded. the technology remains locked even when the required technologies have been researched.
This sounds like the issue reported on the github a while ago, where the other mod was hiding technologies, making them ...
- Wed May 05, 2021 4:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly
- Replies: 3
- Views: 5085
Re: [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly
Blend modes are essentially respected only for basic sprite drawing. Anything that uses some kind of effect (like trees), or has it's own special drawing pipeline (lights, tiles, ...), has specific blend mode
Additive blending mode gets turned into default blending mode (premultiplied alpha ...
- Sat Apr 24, 2021 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly
- Replies: 3
- Views: 5085
[posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly
The title is somewhat vague because I am not sure exactly where the error is, in rendering, in prototype parsing, or elsewhere.
Basically, I have trees which are intended to be surrounded by a glowing halo, and I am trying to use the new glow drawing system to enable that. Part of this requires ...
Basically, I have trees which are intended to be surrounded by a glowing halo, and I am trying to use the new glow drawing system to enable that. Part of this requires ...
- Wed Apr 07, 2021 7:57 am
- Forum: Reika's Mods
- Topic: Oreverhaul - Much more control over oregen and related progression
- Replies: 6
- Views: 5790
Re: Oreverhaul - Much more control over oregen and related progression
This mod is updated.
- Thu Mar 25, 2021 7:09 pm
- Forum: Reika's Mods
- Topic: Dirty Mining - Dirty ores, with a twist or two
- Replies: 14
- Views: 10003
Re: Dirty Mining - Dirty ores, with a twist or two
I'd very much like to install this mod in 1.1, but it has become out of date. Are there any code conflicts, or is it just the json file that needs the number changed?
I doubt DirtyMining itself has many, but DragonIndustries - which it depends on - probably has quite a number, though it is ...
- Thu Dec 03, 2020 9:12 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 40178
Re: EndgameCombat - Defend your base against lategame enemies with ease
Updated to 1.8 and my logistics turret crates still persist even after I've picked them up. In some cases, once a turret is destroyed the logistics crates are stuck around. I read in an earlier post that this was supposed to be fixed. Is there a destruction method I can use like console commands ...
- Sat Nov 21, 2020 4:00 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 40178
Re: EndgameCombat - Defend your base against lategame enemies with ease
Hey Reika, noticed a problem where when I deconstruct turrets the logistic chest stay put and can't be removed. Any ideas why? No crashes just the chest getting stuck.Screen Shot 2020-11-10 at 7.57.46 AM.png
I have already fixed this for the next release.
Thank You!, will it remove the ...
- Sat Nov 14, 2020 6:57 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 40178
Re: EndgameCombat - Defend your base against lategame enemies with ease
I have already fixed this for the next release.Catwlak_Tech wrote: Tue Nov 10, 2020 12:59 pm Hey Reika, noticed a problem where when I deconstruct turrets the logistic chest stay put and can't be removed. Any ideas why? No crashes just the chest getting stuck.Screen Shot 2020-11-10 at 7.57.46 AM.png
- Sun Nov 08, 2020 7:35 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 34405
Re: Geothermal - A clean, but powerful power source all day long
Because AlienBiomes is what adds the colored volcanic biomes for which the colored geothermal patches were designed.DarkShadow44 wrote: Thu Nov 05, 2020 8:44 pm It's one of the options of Geothermal, AFAIK only usable with alien biomes.
- Sun Nov 01, 2020 5:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
- Replies: 12
- Views: 8495
Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
True, that is now a thing with the void power source.
- Thu Oct 29, 2020 7:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
- Replies: 12
- Views: 8495
Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
This does mean using one of those "unnamed" collision layers, though, and forcibly making every rail signal use that layer, while having your own technical signal only be that layer.
Yes, rail signals now have one extra layer added taken from those unnamed.
I forsee exhausting those layers ...
- Tue Oct 27, 2020 4:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
- Replies: 12
- Views: 8495
Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Can they still be made to not collide with anything else? If not, this will break all these "technical lights".
Only restrictions are with rail signals themselves. They are still allowed to be made to not collide with other entities. I am reusing the same logic that is applied between rails ...
- Mon Oct 26, 2020 7:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
- Replies: 12
- Views: 8495
Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Ok its "fixed" for 1.1.0. Rails logic is not happy when there are multiple rail signals binding to the same rail end on the same side. I am just adding the check to prevent multiple rail signals from being defined that do not collide with each other.
10.333 Error ModManager.cpp:1510: entity ...