Search found 729 matches
- Thu Oct 31, 2024 1:01 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 82
- Views: 36236
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
It’s obvious they’re trying to squeeze extra out of fans who have already supported the game over the years, making us buy the DLC with full price to access what should have been a fresh title.
If you're already a fan and therefore own base Factorio, it doesn't make any difference to you ...
- Thu Oct 31, 2024 4:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.13] Crash with grid.take_all() on ghost equipment
- Replies: 1
- Views: 806
[Rseding91] [2.0.13] Crash with grid.take_all() on ghost equipment
To reproduce:
- Place spidertron
- Place ghost equipment in spidertron (I did ghost fission reactor, using remote view)
- Hover cursor over spidertron
- Run `/c local saved = game.player.selected.grid.take_all()`
- Observe crash
49.668 Time travel logging:
49.667 Player 0 ran command: local saved ...
- Place spidertron
- Place ghost equipment in spidertron (I did ghost fission reactor, using remote view)
- Hover cursor over spidertron
- Run `/c local saved = game.player.selected.grid.take_all()`
- Observe crash
49.668 Time travel logging:
49.667 Player 0 ran command: local saved ...
- Thu Oct 31, 2024 3:57 am
- Forum: Duplicates
- Topic: [2.0.13] Crash when setting player.spidertron_remote_selection
- Replies: 2
- Views: 400
[2.0.13] Crash when setting player.spidertron_remote_selection
I haven't worked out how to reproduce this outside of my mod. The following lines (in spidertron_lib.lua) seem to be causing it
local spidertrons_selected = player.spidertron_remote_selection or {}
table.insert(spidertrons_selected, spidertron)
player.spidertron_remote_selection = spidertrons ...
local spidertrons_selected = player.spidertron_remote_selection or {}
table.insert(spidertrons_selected, spidertron)
player.spidertron_remote_selection = spidertrons ...
- Mon Oct 28, 2024 5:09 pm
- Forum: Modding help
- Topic: RecipePrototype::allow_productivity = true not actuating in Space Age
- Replies: 2
- Views: 493
Re: RecipePrototype::allow_productivity = true not actuating in Space Age
Can you post a screenshot of the "allowed modules" tooltip that shows all the other modules but not productivity? (Don't crop it, show the whole screen)
- Mon Oct 28, 2024 1:15 pm
- Forum: Translations
- Topic: [2.0.11] Missing Spanish translation in "Tricks and Tips"
- Replies: 1
- Views: 337
Re: [2.0.11] Missing Spanish translation in "Tricks and Tips"
If an English text string is changed, then in the very next version, it will be untranslated in all languages. Assuming the translators in crowdin get to it before the subsequent version, it will get automatically fixed then.
You can check the string on https://crowdin.com/project/factorio/ and re ...
You can check the string on https://crowdin.com/project/factorio/ and re ...
- Mon Oct 28, 2024 1:01 am
- Forum: Technical Help
- Topic: Update ruined years long map?
- Replies: 5
- Views: 883
Re: Update ruined years long map?
Just deleting all lua files in the save game will probably also fix the problem.
- Mon Oct 28, 2024 12:57 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.11] Control+F in choose-elem-gui doesn't work
- Replies: 1
- Views: 1371
[raiguard][2.0.11] Control+F in choose-elem-gui doesn't work
The engine ignores Control+F when a mod GUI is set to `player.opened`. This also prevents Control+F working for choose-elem-buttons, which is bad.
For an example, install Factory Search mod
For an example, install Factory Search mod

- Mon Oct 28, 2024 12:55 am
- Forum: Assigned
- Topic: [boskid] [2.0.11] Mod selection tool selecting tile-ghosts when not wanted
- Replies: 0
- Views: 244
[boskid] [2.0.11] Mod selection tool selecting tile-ghosts when not wanted
In Module Inserter Simplified 2.1.0 I have the following selection tool:
select = {
border_color = { r = 0, g = 1, b = 0 },
cursor_box_type = "copy", -- Green
mode = {"same-force", "any-entity"},
entity_type_filters = {"mining-drill", "furnace", "assembling-machine", "lab", "beacon", "rocket ...
select = {
border_color = { r = 0, g = 1, b = 0 },
cursor_box_type = "copy", -- Green
mode = {"same-force", "any-entity"},
entity_type_filters = {"mining-drill", "furnace", "assembling-machine", "lab", "beacon", "rocket ...
- Fri Oct 25, 2024 11:33 pm
- Forum: Duplicates
- Topic: Non-digit characters (especially 'e') in number fields
- Replies: 8
- Views: 848
Re: Non-digit characters (especially 'e') in number fields
If any letter should be accepted it would be `e` though, supporting scientific shorthand like 1e3 for 1000 would be awesome
That’s exactly what it is doing. It doesn’t support most letters, but it will do maths expressions like 5*15 or scientific notation like 3e7. Still though… I’d much rather ...
- Fri Oct 25, 2024 3:11 pm
- Forum: Gameplay Help
- Topic: F-SA without Space. What are my options?
- Replies: 3
- Views: 2401
Re: F-SA without Space. What are my options?
You could just use blueprints for your ships instead of designing them yourself.
There aren't currently any mods for that as far as I'm aware. However, the commands for teleporting to a new planet are trivial.
To generate the other planet's surfaces, do `/c game.planets["gleba"].create_surface ...
There aren't currently any mods for that as far as I'm aware. However, the commands for teleporting to a new planet are trivial.
To generate the other planet's surfaces, do `/c game.planets["gleba"].create_surface ...
- Fri Oct 25, 2024 12:46 pm
- Forum: Gameplay Help
- Topic: Ho to open map without zooming out every time?
- Replies: 28
- Views: 4805
Re: Ho to open map without zooming out every time?
Honestly I played ~40 hours of SA and I never even noticed that this had changed, let alone be bothered by it.
- Fri Oct 25, 2024 12:30 pm
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 126
- Views: 110616
Re: Factorio: Space Age is here!
It seems like there are undocumented changes to crafting recipes? For example, I noticed all the power poles require copper cables now instead of plates. Is this just an issue where the unofficial wiki was wrong about these recipes?
Undocumented?
> Electric poles are always crafted from copper ...
- Fri Oct 25, 2024 10:01 am
- Forum: Modding help
- Topic: How to base a surface on a LuaSurfacePrototype?
- Replies: 5
- Views: 666
Re: How to base a surface on a LuaSurfacePrototype?
I've some surfaces that are strictly for mod-internal purposes, not intended to be visited by players. But the surfaces I've created are visible in the "Surfaces" GUI from Remote view. So, I want to hide my surfaces.
Luckily we now have the LuaSurfacePrototype, where we can set the properties ...
- Fri Oct 25, 2024 3:21 am
- Forum: Modding discussion
- Topic: Will installing the editor extensions mod disable acheivements for my game?
- Replies: 2
- Views: 684
Re: Will installing the editor extensions mod disable acheivements for my game?
Simply disabling the mod will allow you to resume collecting steam achievements.
- Thu Oct 24, 2024 11:35 am
- Forum: Gameplay Help
- Topic: [2.0.7] Melting ice platform
- Replies: 4
- Views: 2516
Re: [2.0.7] Melting ice platform
That's a shame, the mechanic is in the game so I wonder why they didn't set it up. Several other tiles in the code refer to a thawed or a frozen variant, so clearly there's some sort of temperature threshold in the game that tiles use to change from one to the other.
Just did some testing.
data ...
- Wed Oct 23, 2024 3:58 pm
- Forum: General discussion
- Topic: $50 DLC and no sale is disappointing
- Replies: 56
- Views: 10984
Re: $50 DLC and no sale is disappointing
Well plenty of people complain about base game pricing too.BlueTemplar wrote: Wed Oct 23, 2024 3:30 pmBut it clearly isn't, since the expansion costs as much as the base game regardless of local pricing.
- Wed Oct 23, 2024 12:08 pm
- Forum: Ideas and Suggestions
- Topic: Please add "Left-click to throw" weapons again
- Replies: 5
- Views: 1478
Re: Please add "Left-click to throw" weapons again
That was it. Thanks a lot!
Then how do you plan to use the new spidertron remote? :)
Spoilers! :D I've not got to Spidertrons yet, I'm still messing about with grenades and follower bots - I'll probably repost when I get to that point. Are you finding an issue with that?
Spidertron ...
- Wed Oct 23, 2024 8:26 am
- Forum: Ideas and Suggestions
- Topic: Please add "Left-click to throw" weapons again
- Replies: 5
- Views: 1478
Re: Please add "Left-click to throw" weapons again
Then how do you plan to use the new spidertron remote?

- Tue Oct 22, 2024 8:24 am
- Forum: Modding help
- Topic: 2.0 mod porting guide
- Replies: 5
- Views: 4546
2.0 mod porting guide
Here’s a guide I wrote for porting mods to 2.0.
Most importantly disable quality mod before starting to port your mods!
https://gist.github.com/tburrows13/687f ... a437e86cfa
Most importantly disable quality mod before starting to port your mods!
https://gist.github.com/tburrows13/687f ... a437e86cfa
- Tue Oct 22, 2024 8:03 am
- Forum: Modding help
- Topic: OK, is there guide to upgrate mod to 2.0?
- Replies: 6
- Views: 2115
Re: OK, is there guide to upgrate mod to 2.0?
https://gist.github.com/tburrows13/687f7dc86da1840624575ba437e86cfa
Here’s a porting guide. Note step 1: disable quality mod when porting! . Your errors are nothing to do with quality mod. Quality mod expects correctly defined recipes, and your recipes are not correctly defined. Disable quality mod ...
Here’s a porting guide. Note step 1: disable quality mod when porting! . Your errors are nothing to do with quality mod. Quality mod expects correctly defined recipes, and your recipes are not correctly defined. Disable quality mod ...