Search found 1213 matches
- Tue Apr 22, 2025 4:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] 'Shift + Left-click' overwrites train stop instead of adding it to schedule when zoomed in
- Replies: 4
- Views: 1598
Re: [2.0.21] 'Shift + Left-click' overwrites train stop instead of adding it to schedule when zoomed in
Thank you! This one bugged me, having to zoom out to change the schedule.
Note, the fix is to not show the hotkey tooltip when zoomed in since the controls specifically are setup to disable themselves when zoomed in.
Oh darn. I guess that's better than nothing. It would be really nice if ...
- Tue Apr 22, 2025 3:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] 'Shift + Left-click' overwrites train stop instead of adding it to schedule when zoomed in
- Replies: 4
- Views: 1598
Re: [2.0.21] 'Shift + Left-click' overwrites train stop instead of adding it to schedule when zoomed in
Thank you! This one bugged me, having to zoom out to change the schedule.
- Tue Apr 22, 2025 3:12 pm
- Forum: Won't fix.
- Topic: [2.0.14] Super force build over an underground belt can build the wrong underground
- Replies: 2
- Views: 572
Re: [2.0.14] Super force build over an underground belt can build the wrong underground
This a good case of ambiguous user intention. There are good reasons for the user to want either red or yellow undergrounds. The game should not try to guess which, and should instead try to make it obvious to the player what they need to fix manually. The current behavior does a decent job of it ...
- Mon Apr 21, 2025 7:55 pm
- Forum: Ideas and Requests For Mods
- Topic: IDEA oil on the water, enemies, guns
- Replies: 8
- Views: 4925
Re: IDEA oil on the water, enemies, guns
is it impossible?
https://mods.factorio.com/mod/cargo-ships
only would replace ships in tugs with platforms
https://www.anno-union.com/wp-content/uploads/2018/06/AnnoUnion_ShipVote_TugBoat.jpg
Cargo ship maintainers here, many things are possible if someone can help us with the sprite ...
- Sun Apr 20, 2025 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Change train conditions "Full/Empty cargo" to "Cargo full/empty"
- Replies: 1
- Views: 200
- Sun Apr 20, 2025 1:42 pm
- Forum: Resolved Requests
- Topic: RecipePrototype::hide_from_signal_gui is missing a default value
- Replies: 4
- Views: 298
Re: RecipePrototype::hide_from_signal_gui is missing a default value
Maybe instead of "unset", is could say "nil (auto detect)"
- Sat Apr 19, 2025 8:00 pm
- Forum: Gameplay Help
- Topic: Circuit network: I don't understand
- Replies: 7
- Views: 879
Re: Circuit network: I don't understand
I got beaten to the punch but here's my response too.
I have copied this string from a Reddit post, but I don't understand what's going on.
The OP (fofz1776):
https://www.reddit.com/r/factorio/comments/mj6a20/sushi_made_simple_how_to_make_sushi_the_easy_way/?rdt=54092
0eNrlW+FymzgQfhd ...
I have copied this string from a Reddit post, but I don't understand what's going on.
The OP (fofz1776):
https://www.reddit.com/r/factorio/comments/mj6a20/sushi_made_simple_how_to_make_sushi_the_easy_way/?rdt=54092
0eNrlW+FymzgQfhd ...
- Sat Apr 19, 2025 1:45 pm
- Forum: Won't implement
- Topic: Check collisions on all layers when underground_collision_mask used
- Replies: 8
- Views: 703
Re: Check collisions on all layers when underground_collision_mask used
What I actually need is a user interface I can use in my mod to build compound objects, with collision checks and all this stuff. Maybe it already exists, and I just don't know about it?
You can always hand code placement visualizations that only appear when the players cursor stack is your ...
- Thu Apr 17, 2025 10:03 pm
- Forum: Not a bug
- Topic: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects
- Replies: 5
- Views: 377
Re: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects
There are other collision layer names that have special purposes and don't actually cause collisions to happen, like elevated_rail_support. It would be nice if these special cases were documented somewhere.
https://lua-api.factorio.com/latest/types/PipeConnectionDefinition.html#underground ...
- Thu Apr 17, 2025 9:25 pm
- Forum: Not a bug
- Topic: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects
- Replies: 5
- Views: 377
Re: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects
There are other collision layer names that have special purposes and don't actually cause collisions to happen, like elevated_rail_support. It would be nice if these special cases were documented somewhere.
- Wed Apr 16, 2025 9:02 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Renfe Train Sound
- Replies: 4
- Views: 497
Re: [Mod Request] Renfe Train Sound
In that case, definitely take a look at the source code for Honk! It has a good system for playing sounds and identifying train events. You could probably make it work for you by cutting out all the options and changing the coordinates where the sound is played.
- Wed Apr 16, 2025 2:17 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 7464
Re: Unbeatable anti-cheat.
Because it's deterministic, though, you should be able to predict what inputs will be processed in what order. Or even barring that, a machine could guarantee that its input went first or last in the processing order if there's sub-tick timing involved by just spoofing its input timestamp.
I ...
- Tue Apr 15, 2025 11:38 pm
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 7464
Re: Unbeatable anti-cheat.
As long as recoil and spread is deterministic, it can be defeated by perfect input. And again, hiding gamestate is a fundamental departure from deterministic lockstep that Factorio uses.
That brings up another interesting point. Factorio is deterministic *for a given time sequence of user ...
- Tue Apr 15, 2025 4:21 pm
- Forum: Mods
- Topic: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
- Replies: 1
- Views: 348
Re: How can I multiply only ingredient amount and not crashing the mod (Coding Problem)
You are getting the error on line 42 because it is trying to read the ingredients tables that you added on line 31. You added them with "type" as a named field in the table, but name and amount are given positionally so they are actually [1] and [2] respectively. You need to specify them as "name ...
- Mon Apr 14, 2025 3:18 pm
- Forum: Not a bug
- Topic: [2.0.43] Interrupt not activating when condition is meet
- Replies: 2
- Views: 299
Re: [2.0.43] Interrupt not activating when condition is meet
Interrupts only trigger after the wait conditions of the current stop are satisfied and the platform/train needs to decide where to go next. You will need to add an extra condition to your Aquilo stop that says "OR fuel cells < 10" so that it will leave Aquilo at that time. At which point it will ...
- Mon Apr 14, 2025 3:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.44] Spidertrons can still move if they have no fuel
- Replies: 11
- Views: 2531
Re: [2.0.44] Spidertrons can still move if they have no fuel
Does it happen when driving it normally in game? I see your screenshots are in editor mode, which makes some things go wonky sometimes.
- Mon Apr 14, 2025 12:25 am
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1241
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
I understand now, thanks. So the workaround might be to put the Depot in the permanent schedule twice so that the fuel interrupt runs in between them.
- Sun Apr 13, 2025 10:49 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Renfe Train Sound
- Replies: 4
- Views: 497
Re: [Mod Request] Renfe Train Sound
You don't even need to download and modify Honk. You can make a helper mod that has Honk as a dependency and changes the sound files. There's even an API to change the sound only for certain types of locomotive. I'm happy to help if you have a specific idea for when it should play.
- Sun Apr 13, 2025 3:34 pm
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1241
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
Ah, I missed that part of your post, sorry.
It seems like in your case at least, the current behavior is actually helpful, right? If an interrupt fired after it departed the temp rail stop and before it went to the temp provider stop, then after the interrupt finished it could go to a different ...
It seems like in your case at least, the current behavior is actually helpful, right? If an interrupt fired after it departed the temp rail stop and before it went to the temp provider stop, then after the interrupt finished it could go to a different ...
- Sun Apr 13, 2025 3:01 pm
- Forum: Not a bug
- Topic: [Rseding91] [2.0.43] Interrupts don't trigger before temporary rail stops
- Replies: 14
- Views: 1241
Re: [2.0.43] Interrupts don't trigger before temporary rail stops
How does the "Interrupt other interrupts" setting affect this behavior? Is this a symptom of the logic assuming every temporary stop is an interrupt stop, instead of reading the "created_by_interrupt" flag?