Search found 337 matches
- Tue Apr 23, 2024 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron: Allow stopping movement when robots are active.
- Replies: 1
- Views: 310
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 the sp...
- Fri Sep 29, 2023 11:17 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 99911
Re: Friday Facts #378 - Trains on another level
This is going to make my rails so much worse haha. So excited for this.
- 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: 12020
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.
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.
- 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: 12020
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 ...
- 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: 12020
[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 ...
- Fri Sep 08, 2023 12:15 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 178891
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 highe...
- Fri Sep 08, 2023 11:39 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 178891
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 though...
- Tue Nov 01, 2022 6:03 pm
- Forum: PyMods
- Topic: Fix for__pycoalprocessing__/prototypes/functions/functions.lua:383: attempt to index field 'expensive' (a boolean value)
- Replies: 2
- Views: 1084
Re: Fix for__pycoalprocessing__/prototypes/functions/functions.lua:383: attempt to index field 'expensive' (a boolean va
Ah! I hadn't seen that account. Will send a pull request.
- 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: 1084
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 b...
- Fri Sep 23, 2022 12:31 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 30832
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 ...
- 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: 1363
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 and fields for them to work.
Code: Select all
fluid_boxes
Code: Select all
collision_box
- 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: 1363
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 th...
- 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: 1502
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) i7-8750H CP...
- 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: 1502
[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 ...
- Wed Sep 29, 2021 3:35 pm
- Forum: Technical Help
- Topic: [1.1.41] Game crash during startup
- Replies: 2
- Views: 1140
Re: [1.1.41] Game crash during startup
Yikes, so it was indeed user error. That was it. Thanks for the help.
- Wed Sep 29, 2021 3:17 pm
- Forum: Technical Help
- Topic: [1.1.41] Game crash during startup
- Replies: 2
- Views: 1140
[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. Apart...
- 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: 1213
[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 credi...
- 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: 2424
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.
- 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: 2424
[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/misleading....
- Tue Jan 19, 2021 11:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.12] Black line appears on map on very specific location and zoom level
- Replies: 1
- Views: 1977
[posila] [1.1.12] Black line appears on map on very specific location and zoom level
A wierd line appeared ingame in a specific location and zoom level. The attached save has me in the location that it happens. I don't have any debug settings enabled apart from show UPS, using 100% gui scale, and am not showing chunk borders in any setting that I can see. Pick with line: factorio_20...