Search found 607 matches

by Silari
Sun Jan 19, 2025 4:50 am
Forum: Modding help
Topic: Nanobots 2.0 v3.3.1 throwing numerous errors
Replies: 1
Views: 989

Re: Nanobots 2.0 v3.3.1 throwing numerous errors

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 ...
by Silari
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.
by Silari
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?

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.
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.
by Silari
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 ...
by Silari
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 ...
by Silari
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 ...
by Silari
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 ...
by Silari
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).
by Silari
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

Jap2.0 wrote: Fri Dec 20, 2024 2:31 am That said: lowering the game speed should've fixed that.
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.
by Silari
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.
by Silari
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
	}
}
by Silari
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 ...
by Silari
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 ...
by Silari
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 ...
by Silari
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 ...
by Silari
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 ...
by Silari
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 ...
by Silari
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.
by Silari
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 ...
by Silari
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.

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