Search found 338 matches

by matjojo
Sat Mar 29, 2025 10:21 pm
Forum: Duplicates
Topic: [2.0.43] [Space Age] Item slot highlight not moved when stacks that are highlighted are moved.
Replies: 1
Views: 62

[2.0.43] [Space Age] Item slot highlight not moved when stacks that are highlighted are moved.

In the cargo landing pad, when there are two different items inside, hover over the request for the item in the slot furthest from the start. Now, the slots this item is in are highlighted.

Once the item that is in the slot before is removed, the highlighted item's stacks are moved, but the slot ...
by matjojo
Tue Apr 23, 2024 10:20 pm
Forum: Ideas and Suggestions
Topic: Spidertron: Allow stopping movement when robots are active.
Replies: 1
Views: 579

Spidertron: Allow stopping movement when robots are active.

TL;DR
Allow the player to tell a spidertron to stop walking when robots are active. This can make spidertron-based robot building easier and more automatic.


What ?
A tickbox (or another input style) that makes that spidertron stop walking while its robots are active. When all robots are done ...
by matjojo
Fri Sep 29, 2023 11:17 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 130410

Re: Friday Facts #378 - Trains on another level

This is going to make my rails so much worse haha. So excited for this.
by matjojo
Thu Sep 28, 2023 5:55 pm
Forum: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 30
Views: 15066

Re: [1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

Most certainly, I'm truly not sure if I've made changed to it since then, but this is as it is now.

I could not attach a `.dat` file (invalid file extension error) so I removed the extension, okay, also not allowed to do that. I added `.log`.

Hope that this helps.
by matjojo
Sat Sep 16, 2023 8:26 am
Forum: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 30
Views: 15066

Re: [1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

Okay so I loaded the game again today, and the quicksave was in the "continue" button and also successfully loaded. Surprised me. Maybe relevant for debugging.

I've attached autosave 1, which is the most recent. It is, weirdly, smaller than autosave 3, the one before that, which I've also attached.
by matjojo
Fri Sep 15, 2023 7:21 pm
Forum: Pending
Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Replies: 30
Views: 15066

[raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)

Got a "Factorio stopped responding" message just when a save was almost done. I attached the log file and a screenshot of the screen to show the saving bar.
Running on Manjaro 23.0.1, Gnome, non-steam factorio, non-blocking saves, running the Seablock modpack.

The game did not stop at the first ...
by matjojo
Fri Sep 08, 2023 12:15 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 254308

Re: Friday Facts #375 - Quality



How will these qualities handle stacking? Especially wrt inserter hands. Will an inserter be slower, on average, if the quality levels are mixed?


In a similar vein, will this interfere with all the optimizations around saturated belts? It sounds like 10% (or more) of end-game outputs could be ...
by matjojo
Fri Sep 08, 2023 11:39 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 254308

Re: Friday Facts #375 - Quality

Super cool stuff devs. Very excited to see what kinds of layouts will be good with the recyclers. I'm especially happy to see another shape of building in the game. If it were another 3x3 box it wouldn't be bad per se, but a new shape always creates new layout challenges.


I have two questions ...
by matjojo
Mon Oct 31, 2022 4:51 pm
Forum: PyMods
Topic: Fix for__pycoalprocessing__/prototypes/functions/functions.lua:383: attempt to index field 'expensive' (a boolean value)
Replies: 2
Views: 1324

Fix for__pycoalprocessing__/prototypes/functions/functions.lua:383: attempt to index field 'expensive' (a boolean value)

I'm working on compatibility between your mods and mine. My mod generates a whole host of recipes that have expensive and normal modes. The handling of these modes in the prototypes.functions.functions.lua file is wrong due to a faulty assumption.

The `expensive` and `normal` fields of recipes can ...
by matjojo
Fri Sep 23, 2022 12:31 pm
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 34183

Re: Friday Facts #370 - The journey to Nintendo Switch

Great work on the switch stuff! I like the style for the UI in the switch, though it does remind me a lot more of 0.12 factorio than the new UI. Is that on purpose?

And for the extension, another year to go at least. A long wait but surely worth the time. Very happy to see that you lots are putting ...
by matjojo
Thu Sep 15, 2022 5:33 pm
Forum: Modding help
Topic: Solved: recipe's "Made In" list empty when prototype explorer clearly shows recipe category matches machine's
Replies: 2
Views: 1536

Re: Solved: recipe's "Made In" list empty when prototype explorer clearly shows recipe category matches machine's

Kinda annoyed since the wiki says nothing about this at all, but it did work, I had to add the

Code: Select all

fluid_boxes
and

Code: Select all

collision_box
fields for them to work.
by matjojo
Mon Sep 12, 2022 6:43 pm
Forum: Modding help
Topic: Solved: recipe's "Made In" list empty when prototype explorer clearly shows recipe category matches machine's
Replies: 2
Views: 1536

Solved: recipe's "Made In" list empty when prototype explorer clearly shows recipe category matches machine's

When I change the recipe category for the processing unit recipe to "crafting-with-fluid-phantom-machine", create that category, and then create a new assembler that can craft that category, the "made in" list at the bottom of the recipe stays empty, it does make the header of the list, but does not ...
by matjojo
Fri Mar 18, 2022 3:44 pm
Forum: Pending
Topic: [1.1.56] Factorio "stopped responding" on shift tab in main menu
Replies: 2
Views: 1766

Re: [1.1.53] "stopped responding" twice in main menu on same simulation

Happened again. This time in-game, again when I pressed shift-tab.

Steam was in the tray, but I just remembered that this is also the overlay key. Could have something to do with it.

Factorio 1.1.56 (build 59590, linux64, steam)
Operating system: Linux (Pop 21.10)

[CPU: Intel(R) Core(TM) i7 ...
by matjojo
Wed Mar 09, 2022 6:19 pm
Forum: Pending
Topic: [1.1.56] Factorio "stopped responding" on shift tab in main menu
Replies: 2
Views: 1766

[1.1.56] Factorio "stopped responding" on shift tab in main menu

I crashed on the main menu twice, in the same simulation. See connected image for which.
Both times the music kept going for a while.

The first time I was on the single-player game creation screen. I shift tabbed whilst editing enemy settings and then the game stopped running.
The second time I was ...
by matjojo
Wed Sep 29, 2021 3:35 pm
Forum: Technical Help
Topic: [1.1.41] Game crash during startup
Replies: 2
Views: 1320

Re: [1.1.41] Game crash during startup

Yikes, so it was indeed user error. That was it. Thanks for the help.
by matjojo
Wed Sep 29, 2021 3:17 pm
Forum: Technical Help
Topic: [1.1.41] Game crash during startup
Replies: 2
Views: 1320

[1.1.41] Game crash during startup

When launching the game not only did the game crash, it also made a popup behind the game window:
factorio_2021-09-29 - 1632927581 - 00001928.png
And a popup in front of the game window:
factorio_2021-09-29 - 1632927566 - 00001927.png

I have a log file, and also a dump file in the attachments ...
by matjojo
Sun Sep 26, 2021 6:09 pm
Forum: Resolved Problems and Bugs
Topic: [Site] Certificate for `direct.mods-data.factorio.com` has ran out
Replies: 1
Views: 1347

[Site] Certificate for `direct.mods-data.factorio.com` has ran out

The certificate for direct.mods-data.factorio.com, issued by R3, has ran out today (26/09/2021). This means that users that download mods in browser see a scary message:

Attackers might be trying to steal your information from direct.mods-data.factorio.com (for example, passwords, messages, or ...
by matjojo
Tue Jan 26, 2021 4:59 pm
Forum: Minor issues
Topic: [1.1.18] Tank target graphic is green when pointing out of range with Tank Cannon, not with Vehicle Machine Gun
Replies: 6
Views: 2711

Re: [1.1.18] Tank target graphic is green when pointing out of range with Tank Cannon, not with Vehicle Machine Gun

I see... I'm more a fan of placing the green target at the distance the shell will hit. Akin to how ilthe target moves a little when you shoot with auto targeting system for the other guns.
by matjojo
Tue Jan 26, 2021 3:14 pm
Forum: Minor issues
Topic: [1.1.18] Tank target graphic is green when pointing out of range with Tank Cannon, not with Vehicle Machine Gun
Replies: 6
Views: 2711

[1.1.18] Tank target graphic is green when pointing out of range with Tank Cannon, not with Vehicle Machine Gun

What happened?

When you aim a tank with the Tank Cannon selected the target graphic is green even if the target is out of range, this is not the case with the Vehicle Machine Gun.
(Note that as visible in the images, you cannot actually shoot this far, it's just the graphic that is wrong ...

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