Search found 5116 matches
- Mon Nov 27, 2023 8:37 am
- Forum: Fixed for 2.0
- Topic: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing
- Replies: 3
- Views: 819
Re: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing
In 2.0 the wires are free, so this is fixed as the other players pointed out
- Mon Nov 27, 2023 8:36 am
- Forum: Fixed for 2.0
- Topic: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
- Replies: 14
- Views: 6648
Re: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
This is fixed in 2.0
- Thu Nov 23, 2023 8:00 pm
- Forum: Implemented in 2.0
- Topic: Options for Tree & Rock Generation
- Replies: 22
- Views: 6298
Re: Options for Tree & Rock Generation
We added rocks control in 2.0, so I guess this is complete
- Tue Nov 14, 2023 6:27 pm
- Forum: Modding interface requests
- Topic: Allow disabling spider vehicle autopilot path visualisation line width
- Replies: 2
- Views: 566
Re: Allow disabling spider vehicle autopilot path visualisation line width
There is no proper way to do it right now, as a workaround you can set the width to a very very small value (I tried 1 / 100000) and it won't be visible on the chart (A value of 0 makes the renderer call a specific drawLine function instead of the width one)
- Sun Nov 05, 2023 10:43 am
- Forum: Fixed for 2.0
- Topic: [1.1.94] Filter frame has misalignment
- Replies: 1
- Views: 548
Re: [1.1.94] Filter frame has misalignment
Thanks for the report,
This is fixed in 2.0
This is fixed in 2.0
- Fri Nov 03, 2023 9:54 am
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 22919
Re: Comments on Deciders, possibly other entities
All combinators will have an optional description field in 2.0
https://factorio.com/blog/post/fff-382
https://factorio.com/blog/post/fff-382
- Fri Nov 03, 2023 9:53 am
- Forum: Implemented in 2.0
- Topic: [1.1.91] Allow unselecting category in the ingame mod browser
- Replies: 2
- Views: 635
Re: [1.1.91] Allow unselecting category in the ingame mod browser
With refactorings and cleanups, we got this fixed in 2.0
- Mon Oct 30, 2023 6:35 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 48147
Re: Friday Facts #382 - Logistic groups
why in Klonans example of a remote base has the passive supply chest have it's contents be multiplied by -2 in that network. Can someone explain what the purpose of doing that is vs just multiplying the signals by -1 and applying the constant combinator to that signal so if anything is below the am...
- Sat Oct 21, 2023 7:15 pm
- Forum: Mod portal Discussion
- Topic: Increase 144x144 cap on mod portal thumbnails
- Replies: 2
- Views: 893
Re: Increase 144x144 cap on mod portal thumbnails
This appears to have been actioned, either since I posted the above or at some point in the last month, which was the previous time I uploaded a mod. I uploaded a mod yesterday and the mod portal uses the 288x288 thumbnail, and I can see that a couple of others uploaded on the same day also do the ...
- Thu Oct 19, 2023 5:36 am
- Forum: Not a bug
- Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
- Replies: 1
- Views: 582
Re: Unit entities created on an old mod prototype version have "cached" movement_speed
The speed of the unit is runtime read/write, you can set it to anything at runtime, the prototype just acts as the 'default max speed'
https://lua-api.factorio.com/latest/cla ... html#speed
You can write the speed in a migration to fix it up yourself if you want,
In short this isn't a bug
https://lua-api.factorio.com/latest/cla ... html#speed
You can write the speed in a migration to fix it up yourself if you want,
In short this isn't a bug
- Fri Oct 06, 2023 11:35 am
- Forum: Fixed for 2.0
- Topic: [0.11.17] Shadow Angle Inconsistency
- Replies: 4
- Views: 14648
Re: [0.11.17] Shadow Angle Inconsistency
This is fixed in 2.0
- Fri Oct 06, 2023 11:35 am
- Forum: Fixed for 2.0
- Topic: [0.17.9] (minor) Shadow of wire connection is weird
- Replies: 12
- Views: 10238
Re: [0.17.9] (minor) Shadow of wire connection is weird
This is fixed in 2.0
- Thu Oct 05, 2023 12:20 pm
- Forum: Technical Help
- Topic: Unable to change Factorio username!
- Replies: 7
- Views: 19890
Re: Unable to change Factorio username!
Absolute legend. One question; what will happen to items I had in multiplayer servers after i change name? I changed my username and now all my items are gone. If you change your name your save game will see your new name as a new character. You can use a console command to swap your character back...
- Fri Sep 22, 2023 1:02 pm
- Forum: This Forum
- Topic: Forum name change
- Replies: 25
- Views: 11539
Re: Forum name change
It is doneEngimage wrote: ↑Fri Sep 22, 2023 12:50 pmHi @Klonan,
Please change my forum username toto match my Factorio usernameCode: Select all
Engimage
Thank you in advance!
- Fri Sep 22, 2023 12:57 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 65622
Re: Friday Facts #377 - New new rails
Love the tweaks to the rail system. Although it was workable before, there were definitely some odd quirks to it. Given the increase in curve size, would you mind sharing what a turnaround would look like? I would be very excited to see it become a smooth circle rather than the lumpy fella it is no...
- Fri Sep 01, 2023 3:34 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 210
- Views: 55048
Re: Friday Facts #374 - Smarter robots
With this new feature, we can set all the roboports near our resupply point to always have 100 logistic robots available. Once we arrive, our needs are serviced in record time, and afterwards you can see robots arriving to get the roboport back up to 100. In the example animation, it seemed the rob...
- Sun Aug 27, 2023 9:32 am
- Forum: Modding help
- Topic: Modifying Vanilla Asset to inherit other prototype
- Replies: 2
- Views: 606
Re: Modifying Vanilla Asset to inherit other prototype
The way to do it, would be to make a new ammo turret from scratch which takes the flamer fuel, and then use the flamethrower graphics for it
The two types (ammo turret and fluid turret) have quite different logic and prototype definitions, it isn't simple to just change the type and have it all work.
The two types (ammo turret and fluid turret) have quite different logic and prototype definitions, it isn't simple to just change the type and have it all work.
- Thu Jul 27, 2023 10:18 am
- Forum: Modding help
- Topic: Custom sprite-button not firing on_gui_click
- Replies: 4
- Views: 839
Re: Custom sprite-button not firing on_gui_click
Are you setting the mouse filter on the button? https://lua-api.factorio.com/latest/Lua ... ton_filter
- Mon Jul 24, 2023 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] missing bottom frame when add frame in blueprint_setup_gui if blueprint too big
- Replies: 1
- Views: 809
Re: [Klonan] missing bottom frame when add frame in blueprint_setup_gui if blueprint too big
Looks like its fixed as part of this: viewtopic.php?f=30&t=107903
- Mon Jul 24, 2023 10:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.59] Relative GUI causes "Create blueprint" button to disappear
- Replies: 2
- Views: 1306
Re: [Klonan] [1.1.59] Relative GUI causes "Create blueprint" button to disappear
Seems to be fixed as part of this:
viewtopic.php?f=30&t=107903
viewtopic.php?f=30&t=107903