Search found 1834 matches
- Sat Jan 28, 2023 5:47 pm
- Forum: Modding help
- Topic: Luaentityprototype doesnt contain key energy_source, even though it is filtered for craftingmachine
- Replies: 3
- Views: 278
Re: Luaentityprototype doesnt contain key energy_source, even though it is filtered for craftingmachine
Because LuaEntityPrototype , for any entity, does not have that key. Keys from prototypes in data stage do not always translate 1:1 to LuaEntityPrototype in control stage. Many aren't even available to read. Search that page for "energy source" (note no underscore) and you'll get hits on w...
- Fri Jan 27, 2023 11:28 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 33
- Views: 4403
Re: vanilla death world too hard
I feel like part of this is because of how little fluid flamers use per second.NoaAldritt wrote: ↑Fri Jan 27, 2023 8:33 pmTL;DR: Flamethrowers OP, and a nice mix of flamers and lasers is the way to go.(Imo)
- Fri Jan 27, 2023 5:08 pm
- Forum: Implemented mod requests
- Topic: Permitting a number for ForceIdentification
- Replies: 2
- Views: 382
Re: Permitting a number for ForceIdentification
I agree with this suggestion, especially considering there are other concepts that already allow the int value.
- Fri Jan 27, 2023 5:01 pm
- Forum: Modding help
- Topic: Apply parameter to all entities in type
- Replies: 5
- Views: 412
Re: Apply parameter to all entities in type
A couple of suggestions (based on the partially shared code): Don't hard code the use of layer-40. Use the get_first_unused_layer() function in the \Factorio\data\core\lualib\collision-mask-util.lua file to return a layer and store it to a variable to then use where needed. Be careful about destruct...
- Fri Jan 27, 2023 1:30 am
- Forum: Technical Help
- Topic: [1.1.75] Crash
- Replies: 26
- Views: 1798
Re: [1.1.75] Crash
True, sorry, I forget the basics sometimes when I'm not looking at it.
Yeah, make sure your fans don't look like this poor sucker from a laptop I worked on a while back that had overheating issues....

Yeah, make sure your fans don't look like this poor sucker from a laptop I worked on a while back that had overheating issues....
image
- Fri Jan 27, 2023 12:55 am
- Forum: Ideas and Suggestions
- Topic: Save/Load text files instead of text strings.
- Replies: 4
- Views: 20441
Re: Save/Load text files instead of text strings.
Copying and Pasting text that is impossible to read is quite cumbersome and prone to errors. Especially when the string is really big. It is easy to mis-select a string when copying or pasting. Forgive me, but if you're copying from in the game, then you need to copy the entire thing and (I'm prett...
- Fri Jan 27, 2023 12:10 am
- Forum: Ideas and Suggestions
- Topic: Notifications System
- Replies: 37
- Views: 10516
Re: Notifications System
Like the stupid flashing of the Research Complete message that never ever stops. Have you tried picking a new research when that starts flashing? It usually stops flashing for me after I pick a new research. It flashes until you open the tech window. I just quickly double tap T (my bound key for th...
- Thu Jan 26, 2023 11:59 pm
- Forum: Technical Help
- Topic: [1.1.75] Crash
- Replies: 26
- Views: 1798
Re: [1.1.75] Crash
Maybe the thermal paste needs to be redone?
- Thu Jan 26, 2023 11:57 pm
- Forum: Technical Help
- Topic: Mod, error during download
- Replies: 12
- Views: 795
Re: Mod, error during download
Maybe they mean a save file sync? Might be trying to sync to a save for load, but the mods being sync'd they don't already have downloaded. But you can only select some mods to be downloaded? I'm just theorizing on what they meant by startup archive. Apologies, I should've edited the quote to make ...
- Thu Jan 26, 2023 8:18 pm
- Forum: Technical Help
- Topic: Mod, error during download
- Replies: 12
- Views: 795
Re: Mod, error during download
Maybe they mean a save file sync? Might be trying to sync to a save for load, but the mods being sync'd they don't already have downloaded.DarkShadow44 wrote: ↑Thu Jan 26, 2023 4:17 pmWhat do you mean "startup archive"? Just don't tick all for download, and not all will be downloaded.
- Thu Jan 26, 2023 2:19 am
- Forum: Technical Help
- Topic: Massive FPS drop when hovering over logistics chests
- Replies: 1
- Views: 279
Re: Massive FPS drop when hovering over logistics chests
See if anything here helps?
viewtopic.php?f=49&t=104571
viewtopic.php?f=49&t=104571
- Thu Jan 26, 2023 2:06 am
- Forum: Gameplay Help
- Topic: inventory issue
- Replies: 6
- Views: 609
Re: inventory issue
There is a setting regarding flat inventory gui. See this thread:
viewtopic.php?f=47&t=104136
viewtopic.php?f=47&t=104136
- Mon Jan 23, 2023 10:37 pm
- Forum: Questions, reviews and ratings
- Topic: Is there a mod to clear chest inventory?
- Replies: 4
- Views: 491
Re: Is there a mod to clear chest inventory?
Shoot the chest until it dies.
- Mon Jan 23, 2023 6:00 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 78
- Views: 13174
Re: Why are you guys so pressed?
Well, to my understanding, any UI updates (that don't fit or are too complex to put into 1.1.x) are most likely to be a part of the free 1.2 update separate from the DLC.
- Mon Jan 23, 2023 4:59 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 18794
Re: Friday Facts #371 - Apple Silicon
"the app for mobile must be cheap". That's not really what I was saying/referring to. My only concern is, indeed, the mod support. If it's a technical limitation that would indeed limit a lot (especially in cross-platform multiplayer). Indeed. As we've seen from the Switch, the limited me...
- Mon Jan 23, 2023 4:03 am
- Forum: Modding help
- Topic: Migration file order
- Replies: 9
- Views: 589
Re: Migration file order
I don't remember where I learned it, and I don't know if this is the "correct" way or if it's inconsequential, but I had learned to name the migration files as "mod-name_version", where version matched the mod version it's introduced with. As such, as DaveMcW said, I believe it i...
- Sun Jan 22, 2023 9:31 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 38
- Views: 12161
Re: Factorio price increase - 2023/01/26
What are we missing? That wube is not a non profit. :P And yet this is a direct quote from Kovarex [snip] What happened to that philosophy? And that Wube has a full team of people and other expenses besides. $1 mil a year only covers the salaries of maybe (probably less) 10 people. Then you have to...
- Sun Jan 22, 2023 7:53 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Spam - Button to Report Mods
- Replies: 18
- Views: 1593
Re: Mod Portal Spam - Button to Report Mods
the development cost of the Report button isn't very high, but the support cost of responding to reports made out of angst are definitely non-zero. Which is why I had suggested this: Honestly, I feel like the best solution would be a report button that would then flag for review to maybe the forum ...
- Sun Jan 22, 2023 7:44 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 38
- Views: 12161
Re: Factorio price increase - 2023/01/26
What are we missing? That wube is not a non profit. :P And that Wube has a full team of people and other expenses besides. $1 mil a year only covers the salaries of maybe (probably less) 10 people. Then you have to add in costs for their work facility, electricity of both lights and servers, any li...
- Sun Jan 22, 2023 4:43 pm
- Forum: Ideas and Suggestions
- Topic: Automatically split rail blocks when rails are too close together to insert signals
- Replies: 8
- Views: 780
Re: Automatically split rail blocks when rails are too close together to insert signals
I'm not necessarily against this suggestion, but currently I consider this a trade-off. Want verbously signaled rails? Need to leave some space. Want compact rails? Going to have to sacrifice some signaling.