The second one is probably breaking because of the
local prototype = prototypes.item[item]
line. Not every item stack is going to be of type item, some will be a tool or a module. You MIGHT be able to fix it by changing it to
local prototype = prototypes.item[item] or prototypes.tool[item] or ...
Search found 607 matches
- Sun Jan 19, 2025 4:50 am
- Forum: Modding help
- Topic: Nanobots 2.0 v3.3.1 throwing numerous errors
- Replies: 1
- Views: 989
- Sun Jan 12, 2025 5:22 pm
- Forum: Technical Help
- Topic: [2.0.20] Invalid heat buffer index
- Replies: 1
- Views: 493
Re: [2.0.20] Invalid heat buffer index
It most likely means your game was corrupted in RAM while playing - there's nothing to do but roll back to the last save that works.
You may also want to check your hardware for faults, but sometimes bit flips happen randomly.
You may also want to check your hardware for faults, but sometimes bit flips happen randomly.
- Sat Jan 11, 2025 7:04 pm
- Forum: Ideas and Suggestions
- Topic: What if ... changing armor took 1 second?
- Replies: 3
- Views: 725
Re: What if ... changing armor took 1 second?
They took that out a while ago. You can't take off your armor if you don't have enough inventory space to hold all your items after taking it off.i-make-robots wrote: Sat Jan 11, 2025 6:22 pm Mis-clicking on armor when your inventory is full leads to a really fun spill.
- Sat Jan 11, 2025 6:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [1.1.110] Mouse cursor shows when using controller and opening steam overlay on windows
- Replies: 20
- Views: 7116
Re: [Twinsen] [1.1.110] Mouse cursor shows when using controller and opening steam overlay on windows
I just missed the release (2.0.31)? I'm confused what you mean by this. In my game, which I just updated, I only updated to 2.0.28. It doesn't seem like 2.0.31 was released yet? I can still reproduce this in 2.0.28, and without entering big picture mode (I am having a separate issue with big ...
- Sat Jan 04, 2025 3:17 pm
- Forum: Technical Help
- Topic: The new version is not compatible with the old version of the map
- Replies: 16
- Views: 2181
Re: The new version is not compatible with the old version of the map
Because I'm not sure if my reply contains a forum attachment, I uploaded the zip file to Google Drive for your review. Also, when I was trying to open the file, I used [Sync Modules] and then clicked [Load]. After opening [Sync Modules] again, the load module I checked seemed to be unchecked ...
- Sat Jan 04, 2025 2:52 am
- Forum: Technical Help
- Topic: [2.0.28] Cannot start Space Age from steam
- Replies: 2
- Views: 1516
Re: [2.0.28] Cannot start Space Age from steam
That message isn't saying elevated rails needs the space age mod activated (it doesn't require SA to be enabled at all), this sounds more like it's trying to run the non-SA 2.0 executable. Check in Steam in the Factorio properties under the DLC tab to make sure you have the DLC enabled. From what I ...
- Sat Jan 04, 2025 2:47 am
- Forum: Technical Help
- Topic: The new version is not compatible with the old version of the map
- Replies: 16
- Views: 2181
Re: The new version is not compatible with the old version of the map
Because I'm not sure if my reply contains a forum attachment, I uploaded the zip file to Google Drive for your review. Also, when I was trying to open the file, I used [Sync Modules] and then clicked [Load]. After opening [Sync Modules] again, the load module I checked seemed to be unchecked ...
- Wed Jan 01, 2025 1:16 am
- Forum: This Forum
- Topic: Embedding internally hosted pictures with "https" no longer works
- Replies: 3
- Views: 1784
Re: Embedding internally hosted pictures with "https" no longer works
Only the last image works for me. The other two embeds don't at all, on an updated Brave Version 1.73.104 Chromium: 131.0.6778.204 (Official Build) (64-bit).
- Fri Dec 20, 2024 3:09 am
- Forum: Technical Help
- Topic: [2.0.27] Low FPS High UPS for Server Client
- Replies: 10
- Views: 2975
Re: [2.0.27] Low FPS High UPS for Server Client
He said they lowered it to 0.9 - that's roughly 54 ticks per second. His SP screenshot above shows he's dipping down to mid 40s, so it wouldn't have been enough to stop it, only decrease it some.
- Tue Dec 17, 2024 9:06 pm
- Forum: Modding help
- Topic: Is it possible to get two resources when mining one?
- Replies: 10
- Views: 1734
Re: Is it possible to get two resources when mining one?
Result only allows for ONE item. If you want more than one, use results instead.
Far as I know it works perfectly fine for resource entities.
Far as I know it works perfectly fine for resource entities.
- Mon Dec 09, 2024 9:21 pm
- Forum: Modding help
- Topic: [SOLVED] How to achieve base_productivity in 2.0?
- Replies: 2
- Views: 540
Re: How to achieve base_productivity in 2.0?
Looks like it's via effect_receiver now in the CrafingMachinePrototype and MiningDrillPrototype, see the biochamber data
Code: Select all
effect_receiver = {
base_effect = {
productivity = 0.5
}
}- Mon Dec 09, 2024 5:13 pm
- Forum: Modding help
- Topic: Is there a way to read personalized settings during the Prototype stage?
- Replies: 11
- Views: 1528
Re: Is there a way to read personalized settings during the Prototype stage?
Only startup settings can be used in the data stage. Allowing per-player settings would definitely lead to desyncs.
Far as I'm aware none of the actual graphics are game state, so the game won't care if they don't match between clients (though the files need to be similar enough that they work with ...
Far as I'm aware none of the actual graphics are game state, so the game won't care if they don't match between clients (though the files need to be similar enough that they work with ...
- Wed Dec 04, 2024 7:33 pm
- Forum: General discussion
- Topic: Looking At Achievement Percentages...
- Replies: 19
- Views: 6394
Re: Looking At Achievement Percentages...
Perhaps I am naive about something coming up, but what mod is required to complete the game? Historically I don't use any mods until I have finished the vanilla game, and that is the case thus far.
I meant of those achievements only one may be required to win - legendary items seems to be mostly ...
- Wed Dec 04, 2024 7:17 pm
- Forum: General discussion
- Topic: Looking At Achievement Percentages...
- Replies: 19
- Views: 6394
Re: Looking At Achievement Percentages...
Keep in mind modded saves don't record achievements on Steam, and of those achievements maybe one is required to beat the game. That's going to keep numbers low.
Of all the new achievements, the highest % one I can see is still only under 18% - researching using automation science. That's basically ...
Of all the new achievements, the highest % one I can see is still only under 18% - researching using automation science. That's basically ...
- Mon Dec 02, 2024 10:56 pm
- Forum: Modding help
- Topic: Disabling Space Age music?
- Replies: 1
- Views: 576
Re: Disabling Space Age music?
Remember that Space Age is itself a mod, so mod load order matters. It's probably loading AFTER your mod, so you clear out ambient-sound, then SA adds it's stuff. Add an optional dependency to Space Age to ensure yours loads after.
Ran into the issue with Asteroid Mining, as SA clobbers the rocket ...
Ran into the issue with Asteroid Mining, as SA clobbers the rocket ...
- Fri Nov 29, 2024 2:03 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.13] Building preview and placement do not match (disagree/vertical/cursor/offset)
- Replies: 10
- Views: 3277
Re: [2.0.21] Building preview and placement do not match (disagree/vertical/cursor/offset)
Got the same issue myself just now when testing Modular Buildings Redux, had started writing up a report before I tried a different search and found this thread. In my case I was trying to build next to an existing structure, so I got an error message rather than a misplaced building. So I'll just ...
- Fri Nov 22, 2024 2:15 am
- Forum: Technical Help
- Topic: Crash "Satellite" Cannot send any Rockets
- Replies: 9
- Views: 1775
Re: Crash "Satellite" Cannot send any Rockets
I can't test it fully cause I don't have Space Age, but it looks like that did stop the crashes. The GUI elements are still there, and there's nothing to clean them up, BUT you can do that manually really easily.
Run the following three commands in order and it should get rid of the three GUI items ...
Run the following three commands in order and it should get rid of the three GUI items ...
- Thu Nov 21, 2024 4:25 am
- Forum: Questions, reviews and ratings
- Topic: Unexpected behavior with UtilitySprites::fuel_icon
- Replies: 2
- Views: 820
Re: Unexpected behavior with UtilitySprites::fuel_icon
You're probably being bitten with the same problem I was with No Power Icons - the fuel-icon utility sprite doesn't seem to be used by anything anymore. You need to replace the ["burner-usage"]["fuel"]["icon"] instead.
There are separate icons for items which burn fuel, food, or nutrients.
There are separate icons for items which burn fuel, food, or nutrients.
- Wed Nov 20, 2024 1:27 am
- Forum: Technical Help
- Topic: Crash "Satellite" Cannot send any Rockets
- Replies: 9
- Views: 1775
Re: Crash "Satellite" Cannot send any Rockets
Your save has an old version of the scenario control.lua/freeplay.lua files. It's supposed to get updated by the game when it loads the save in a new version, but sometimes that fails. Fixing it isn't difficult, but you need to alter your save file to fix it.
1) back up your save game somewhere ...
1) back up your save game somewhere ...
- Sat Nov 16, 2024 4:08 pm
- Forum: Gameplay Help
- Topic: Editor & research 'trigger' technology
- Replies: 1
- Views: 1993
Re: Editor & research 'trigger' technology
There was another post, either here or on reddit, that said in editor mode you should able to click the research button in the tech screen for trigger technologies to immediately unlock them while in editor mode. The button will show up in that mode.