Search found 165 matches
Re: SeaTorio
Hello, I gave this a try but it does not load with the minimum mod set. 2.754 Error ModManager.cpp:1577: Failed to load mod "SeaTorio": __SeaTorio__/prototypes/unlock.lua:3: attempt to index field 'dirty-water-filtration-aluminum' (a nil value) stack traceback: __SeaTorio__/prototypes/unlo...
- Sat Mar 12, 2022 12:04 am
- Forum: Duplicates
- Topic: [1.1.56] Inserters take fuel instead of burnt result in boilers
- Replies: 1
- Views: 823
[1.1.56] Inserters take fuel instead of burnt result in boilers
When boiler-types are given a burnt result, the inserters will prioritize removing the fuel over the burnt result, and only remove the result when the fuel is empty. With stone furnaces, this is not the case, they correctly prioritize their outputs. boiler-example.png As a side effect, this also lea...
- Sun Feb 27, 2022 9:48 am
- Forum: PyMods
- Topic: Discord server?
- Replies: 1
- Views: 1275
- Sun Feb 27, 2022 4:37 am
- Forum: Technical Help
- Topic: CentOS 7.9 system error
- Replies: 1
- Views: 614
Re: CentOS 7.9 system error
Looks like you config might be pointing the data to the wrong place. Try changing it to the default:
in Factorio/config/config.ini
Code: Select all
[path]
read-data=__PATH__executable__\..\..\data
write-data=__PATH__executable__\..\..
- Tue Feb 22, 2022 10:57 am
- Forum: Won't implement
- Topic: .neighbours on ghost electric poles
- Replies: 8
- Views: 2673
Re: .neighbours on ghost electric poles
I hope bumping this is acceptable - it seems this behavior may not be intended, since I can connect_neighbour & disconnect_neighbour on ghost poles, but not access their .neighbours.
- Mon Feb 21, 2022 2:12 am
- Forum: Fixed for 2.0
- Topic: [1.1.53] Minimum zoom is twice lower with native 5k resolution on mac
- Replies: 2
- Views: 1196
Re: [1.1.53] Minimum zoom is twice lower with native 5k resolution on mac
Not a comment on the bug report, however there's an option in the F4 menu to un-limit how far you can zoom in.
- Mon Feb 14, 2022 5:03 pm
- Forum: Fixed for 2.0
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 22
- Views: 7055
Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
This behavior is undesirable, especially if you have items with a low stack size. It essentially creates a cap on how active a given assembler can be, in the cases where this is applicable.
- Sun Feb 13, 2022 5:43 am
- Forum: Technical Help
- Topic: Crash on start (Razer Chroma issue)
- Replies: 3
- Views: 1998
Re: Cant start the game
I wonder if it's Chroma related? You could try disabling it in your %AppData%/Factorio/config/config.ini by changing to (you do remove the semicolon at the start of the line)
Code: Select all
; enable-razer-chroma-support=true
Code: Select all
enable-razer-chroma-support=false
- Fri Feb 04, 2022 2:01 pm
- Forum: Not a bug
- Topic: [1.1.53] Mod being blamed for modifying an entity when it doesn't ...
- Replies: 3
- Views: 1260
Re: [1.1.53] Mod being blamed for modifying an entity when it doesn't ...
I took a look and you are in fact modifying it, you can check by dumping the prototype at the start and end of your data-final-fixes. Here's a browsable view of the differences.
- Wed Feb 02, 2022 11:18 am
- Forum: Technical Help
- Topic: Low portal download speeds
- Replies: 2
- Views: 947
- Mon Jan 31, 2022 7:42 pm
- Forum: Won't implement
- Topic: .neighbours on ghost electric poles
- Replies: 8
- Views: 2673
Re: .neighbours on ghost electric poles
Note that electric networks don't propagate through ghosts, so it doesn't make sense for you to visit them either way. To be clear, I'm all for this request, but your logic looks flawed. Good point, I think my wording could have been improved. In my case it would be more traversing copper cable net...
- Mon Jan 31, 2022 2:52 pm
- Forum: Won't implement
- Topic: .neighbours on ghost electric poles
- Replies: 8
- Views: 2673
.neighbours on ghost electric poles
Currently, electric pole ghosts are listed as neighbours of regular poles, however I cannot ask them for their own neighbours, so recursively iterating electric networks by connection needs several type checks not to crash. Is this something that can be resolved relatively easily?
- Tue Dec 14, 2021 2:52 pm
- Forum: Tools
- Topic: Modded Achievement Enabler
- Replies: 14
- Views: 29991
Modded Achievement Enabler
This tool will enable achievements (in-game, and on Steam) for modded saves. This will not work for saves where cheats, console commands, or the map editor have been used . This also will not enable achievements for which you've failed the prerequisites (i.e. Getting on Track). This will use your v...
- Mon Dec 13, 2021 3:45 pm
- Forum: Not a bug
- Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
- Replies: 24
- Views: 6013
Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Thank you! For reference, this is the same thing with "only right angles" connection logic applied. I personally find it preferable. What exactly do you mean by "only right angles". Not connecting any poles that have different both x and y coordinates? Exactly, it's limited by s...
- Sun Dec 12, 2021 1:22 pm
- Forum: Technical Help
- Topic: High UPS, Low FPS
- Replies: 13
- Views: 6945
Re: High UPS, Low FPS
Ok so I got a new charger to see if that would help. Turns out that wasn't the issue so I took it to geek squad, they said it's not a software issue and that either my cpu, motherboard, or both are screwed. Thanks again for the help everyone. You all have made troubleshooting this issue bearable. I...
- Sun Dec 12, 2021 10:51 am
- Forum: Technical Help
- Topic: Player griefing with infinite accounts
- Replies: 18
- Views: 4431
- Sat Dec 11, 2021 7:30 am
- Forum: Technical Help
- Topic: Low portal download speeds
- Replies: 2
- Views: 947
Low portal download speeds
Hello, This happens via web, aria2c, or in-game. Any portal downloads throttle to approx 10-30KB/s, making downloading any mods over a megabyte a significant hassle (multiple hours). Running an MTR shows no loss, worst ping is barely over 100ms with little variance. aria2c web in-game (well over 60s...
- Fri Dec 10, 2021 8:40 am
- Forum: Not a bug
- Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
- Replies: 24
- Views: 6013
Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles
0eNrtXdtu3FiS/JWFnkuDc7/4YYDd31g0DNmq6S5AlgxJHmzvoP99Sd2KLZ0kI4LztO0Hu9GWnUVmRiZPBePE+dfFl5sfx+/3p9vHi0//ujh9vbt9uPj03/+6eDj9ent1M//Z4+/fjxefLk6Px28Xh4vbq2/z//3jdH+8uv92+e3q16v/Pd0eL/44XJxur4//c/HJ/3HY/OdXDw/Hb19uTre/ThG+/jYFuAyLEAEI8f10vP86B7i/+3F7/TC6kgiE+XF/dXv68W0lSvrjl8PF8fbx9Hg6Pufm6X9+/3z749...
- Thu Dec 09, 2021 5:44 am
- Forum: Not a bug
- Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
- Replies: 24
- Views: 6013
Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Would you mind sharing the blueprint string for that? It's a nice test case for cabling.
- Thu Dec 09, 2021 12:04 am
- Forum: Not a bug
- Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
- Replies: 24
- Views: 6013
Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles
In the example, adding 4th connection to the central pole seems consistent with a "clean grid", while the diagonal wires smell like spaghetti I tend to agree on this point. The additional diagonal connections are the issue I run into most often with an "organic" (i.e. placed as ...