Search found 491 matches
- Sat Jul 23, 2022 8:41 pm
- Forum: Gameplay Help
- Topic: Sandbox - cant place waterpump
- Replies: 4
- Views: 1481
Re: Sandbox - cant place waterpump
That is not a water pump, that is a fluid pipe for moving fluid through your pipes faster. Look through the second tab of the crafting menu for the correct one - in english it is called the Offshore Pump.
- Sat Jul 16, 2022 3:38 pm
- Forum: Ideas and Suggestions
- Topic: The "Record replay" checkbox should be more obvious / Enable Record on/off at any Time in Game
- Replies: 5
- Views: 1365
Re: The "Record replay" checkbox should be more obvious
Can someone make a new suggestion around this. Maybe just The right way to implement it would be to be able to turn it on/off at any time. So I can move this to won’t implement. :twisted: That should actually be doable and potentially useful for bug reports, with the understanding that replays star...
- Wed Jul 13, 2022 12:03 am
- Forum: Modding help
- Topic: Fixing [Z] Adventure
- Replies: 1
- Views: 601
Re: Fixing [Z] Adventure
That script is being run in the data stage, at which point LUAGameScript (available as 'game' in the API) does not exist yet - it only exists after a game is loaded. As that's the only place where decode_string is defined, I don't think this is possible with the current API. This wasn't an issue wit...
- Sat Jul 02, 2022 2:36 pm
- Forum: Technical Help
- Topic: Endless crash while loading blueprint storage
- Replies: 4
- Views: 1064
Re: Endless crash while loading blueprint storage
36.106 Error BlueprintShelf.cpp:631: Loading cloud blueprint storage failed: Corrupt map: unknown entity prototype ID (old 688, new 0). Looks like you're using the blueprint cloud sync feature, which IIRC makes Factorio load it from a different place than normal. Wiki doesn't say it but I believe i...
- Sat Jun 25, 2022 10:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Request/Search: Beacon affecting Burner Drills+
- Replies: 1
- Views: 737
Re: Request/Search: Beacon affecting Burner Drills+
Not sure how that'd ruin balance, since you shouldn't be using any of those by the time you've got modules going - the electric versions are generally better. Miner at least is better in every way IIRC. Quick search brought up https://mods.factorio.com/mod/StoneAge_affecting_Beacon which seems to be...
- Sun Jun 19, 2022 3:54 am
- Forum: Technical Help
- Topic: [1.1.59] Interface scaling to 200% on 1440x900 creates issues
- Replies: 7
- Views: 1359
Re: [1.1.59] Interface scaling to 200% on 1440x900 creates issues
Really difficult to find the config file and change the interface setting back to normal. It's downloaded through Steam. Thought the path would be: \Library\Application Support\Steam\steamapps\common\factorio\ then into the Contents folder, but i can't find the config file there.. Help :-) Per the ...
- Sat Jun 18, 2022 2:04 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 508336
Re: Simple Questions and Short Answers
Is it possible to see which fuel is currently being burned inside a train? For the tank and the car, it's indirectly showed by the acceleration speed percentage on the vehicle, being for example 100% or 180% or 250%. For trains there are some numbers too but not a simple percentage. I would prefer ...
- Mon Jun 13, 2022 11:57 pm
- Forum: Not a bug
- Topic: [1.1.59] Impossible to insert sufficient of non-stackable item
- Replies: 3
- Views: 1177
Re: [1.1.59] Impossible to insert sufficient of non-stackable item
Does the spidertron remote actually have the non-stackable flag? Far as I can see it doesn't, just has stack size set to 1. The flag specifically disallows stacking in assembling machines, which a stack size of 1 doesn't.
- Mon Jun 06, 2022 7:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.60] Krastorio 2 "New unlocked item" icon not clearing
- Replies: 6
- Views: 3152
Re: [1.1.60] Krastorio 2 "New unlocked item" icon not clearing
I just hit "change recipe" in an assembler and noticed that all the fill and empty barrel recipes have the icon but for some reason they aren't showing in the character recipe selection grid. After hovering them all in the assembler recipe select grid the new unlocked item icon has cleare...
- Sun Jun 05, 2022 9:15 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84953
Re: Small documentation improvement requests
Documentation for the Technology prototype's unit property's count_formula needs a word removed. https://wiki.factorio.com/Prototype/Technology#unit [quote]"Formula that specifies how many units are needed per level of the infinite technology."[/quote] That implies it only works on infini...
- Thu Jun 02, 2022 1:35 am
- Forum: Modding help
- Topic: Inventory indices/defines
- Replies: 2
- Views: 656
Re: Small documentation improvement requests
I may be incorrect in my thinking, but this led me to believe that calling ".get_inventory(defines.inventory.character_main)" on say, a steel-chest, would give me an actual nil result. The defines are just a value soft coded into the game with a more human readable name. For defines.inven...
- Sun May 22, 2022 5:43 am
- Forum: Questions, reviews and ratings
- Topic: Updated inserter fuel leach?
- Replies: 1
- Views: 759
Re: Updated inserter fuel leach?
That mod already has a 1.1 version, what else would you need updated?
- Sat May 21, 2022 12:14 am
- Forum: Questions, reviews and ratings
- Topic: Research Problem
- Replies: 3
- Views: 948
Re: Research Problem
Are you using the Grey Goo mod? That mod has a bug which resets research on map load - it's been there forever and is noted in the mods discussion page.
- Fri May 20, 2022 1:09 am
- Forum: Mod portal Discussion
- Topic: 1.1 search returning a 0.18 mod
- Replies: 2
- Views: 1047
Re: 1.1 search returning a 0.18 mod
From a comment in the mods discussion board it sounds like it may have had a 1.1 release that was removed due to issues. Note the mod shows the last update was 1 year 4 months ago, but both the 0.18 downloads are two years old (and 1.1 was 16 months ago). Seems like the mod portal may not account fo...
- Tue May 17, 2022 11:21 pm
- Forum: Tools
- Topic: Factsim - A Factorio combinator simulator
- Replies: 12
- Views: 11665
Re: Factsim - A Factorio combinator simulator
You don't have the tkinter module installed in your python environment. It was included by default on Windows but that may have changed, and can depend on how you installed python. Look up how to install python modules for your setup and install the tkinter module.
- Sun May 15, 2022 5:02 pm
- Forum: Modding help
- Topic: can armor equiment have no take_result?
- Replies: 2
- Views: 681
Re: can armor equiment have no take_result?
Setting a value to nil in LUA is how you remove it from a table, thus making Factorio use the default. Sometimes an empty string works to signify nothing, but it looks like Factorio requires equipment to have a take_result. You can work around it a bit by using the on_equipment_removed event to remo...
- Fri May 13, 2022 1:35 am
- Forum: Ideas and Requests For Mods
- Topic: Coloring Cars (And other entities) Similar to Trains [Mod Found!]
- Replies: 5
- Views: 1610
Re: Coloring Cars (And other entities) Similar to Trains
Been a while since I messed with colors, but I don't believe it's possible to change the color of a car when someone is riding it - it's always the color of the driver. If the car is empty you can change it just fine, but it'll change once someone gets back in and stay that color until they get out ...
- Thu May 12, 2022 2:13 am
- Forum: Modding help
- Topic: negative bonus from research
- Replies: 4
- Views: 1023
Re: negative bonus from research
On a whim, have you tried it when the forces speed bonus is already above 0% to see if the negative value works then? It might be a restriction on a net bonus of less than 0. Actually, just tried it out, and it works fine. Setting laser speed -10% after getting all the normal laser techs brings the ...
- Sat May 07, 2022 4:14 pm
- Forum: Mods
- Topic: on_player_died not working with other mods
- Replies: 2
- Views: 969
Re: on_player_died not working with other mods
As Pi-C said pre_player_died should work fine for what you're using it for. My first guess at the cause would be Space Exploration. It has to do some things when the player dies so it can show a menu to respawn either on the homeworld, nearest landing pad, or nearest spaceship. A quick check shows m...
- Fri May 06, 2022 12:56 pm
- Forum: Balancing
- Topic: Idea: reduce pollution emitted by machines on floor tiles
- Replies: 22
- Views: 6906
Re: Idea: reduce pollution emitted by machines on floor tiles
With a stack of 5 or so, the building of tiles goes much, much faster. Seen like so, building muchos tiles is a task more for the endgame, not in the growth phase. It does not matter, that it goes faster - the tiles still get queued each one separately. Plop down a lot of flooring - watch repairs o...