Search found 1315 matches

by robot256
Wed Jul 16, 2025 2:20 pm
Forum: Ideas and Suggestions
Topic: Windows Headless Server Edition
Replies: 11
Views: 1119

Re: Windows Headless Server Edition

You can register your Steam purchase on Factorio.com and download it directly from there without using your Steam password, but you are correct that only the Linux headless server package is available without logging in.
by robot256
Wed Jul 16, 2025 12:41 pm
Forum: Not a bug
Topic: [2.0.60] Assembly machine stuck when nutrient spoil
Replies: 2
Views: 333

Re: [2.0.60] Assembly machine stuck when nutrient spoil

It's not stuck. Once the output is emptied of the recipe product, then the spoilage will be moved to the trash slot. It's like this so that idle machines don't constantly load more ingredients that spoil inside them.
by robot256
Tue Jul 15, 2025 8:02 pm
Forum: Mod portal Discussion
Topic: Give any mod that depends on space-age the space age category
Replies: 4
Views: 1050

Re: Give any mod that depends on space-age the space age category



Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.


I don't think it would need to navigate the full dependency tree, just slap the label whenever a mod is uploaded that adds a dependency with the label or enables a ...
by robot256
Tue Jul 15, 2025 5:40 pm
Forum: Mod portal Discussion
Topic: Give any mod that depends on space-age the space age category
Replies: 4
Views: 1050

Re: Give any mod that depends on space-age the space age category

Related:
viewtopic.php?t=126971
viewtopic.php?t=128597

Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.
by robot256
Sun Jul 13, 2025 3:37 am
Forum: Modding help
Topic: Help making my mod: How to make things persist across configuration changes?
Replies: 1
Views: 264

Re: Help making my mod: How to make things persist across configuration changes?

When the configuration changes, the game automatically recalculates which recipes should be unlocked based on all the technologies that have been researched. That way, if a mod adds a new recipe to an early tech, it gets unlocked immediately.

In your case, the recipes are not unlocked by any ...
by robot256
Sat Jul 12, 2025 4:41 pm
Forum: Modding interface requests
Topic: Flag to order robots throw explosives on minable cliffs
Replies: 2
Views: 288

Re: Flag to order robots throw explosives on minable cliffs

Why should the robots waste explosives if they can mine it directly?

Is your actual intention to make a cliff that players can mine but robots cannot?
by robot256
Sat Jul 12, 2025 5:40 am
Forum: Modding help
Topic: Setting recipe outputs' quality
Replies: 5
Views: 743

Re: Setting recipe outputs' quality

Here's a different hack: make a dummy item as the product of the recipe that immediately spoils into the item you want. I'm not sure if it can spoil into a specific quality, but you can also attach a script trigger to the spoiling and change the quality of the output in code.
by robot256
Fri Jul 11, 2025 8:45 pm
Forum: Ideas and Suggestions
Topic: Inclusive filter option for Splitters
Replies: 3
Views: 609

Re: Inclusive filter option for Splitters

I agree this is an interesting idea. A better way to describe it is putting a blacklist filter for a particular on one of the outputs.
by robot256
Fri Jul 11, 2025 4:12 pm
Forum: Ideas and Suggestions
Topic: wire color inversion
Replies: 3
Views: 503

Re: wire color inversion

Looks like this mod will swap wire colors in a blueprint for you. https://mods.factorio.com/mod/BlueprintTools
by robot256
Thu Jul 10, 2025 3:48 am
Forum: Won't fix.
Topic: [2.0.59] math2d.bounding_box.contains_point does not use box orientation
Replies: 1
Views: 596

[2.0.59] math2d.bounding_box.contains_point does not use box orientation

The very convenient helper function function math2d.bounding_box.contains_point(box, point) always assumes box.orientation=0. When orientation is nonzero and the box is not square, it does not accurately tell you whether a given point is inside a given bounding box. The is true of all the bounding ...
by robot256
Fri Jul 04, 2025 7:37 pm
Forum: Modding discussion
Topic: Game can not tell you if a fluid with the same name as an item is missing.
Replies: 4
Views: 914

Re: Game can not tell you if a fluid with the same name as an item is missing.

The title is incomprehensible. The only way to explain what you mean is break down what you did step by step and where your expectations did not match what you observed. Are you talking about item/fluid prototype definitions, or item/fluid ingredients listed in a recipe prototype? Do you mean the ...
by robot256
Tue Jul 01, 2025 2:26 am
Forum: Technical Help
Topic: Map editor caused world corruption - Nauvis is Gleba now
Replies: 8
Views: 1078

Re: Map editor caused world corruption - Nauvis is Gleba now



Sounds like too far gone. Just reload save from before map editor experiment.


Yeah, unfortunately I don't have one of those. The last autosave was from right after I executed the editor changes. Sigh...


Always save the map to a named file as soon as you start it. Then the game will prompt ...
by robot256
Sun Jun 29, 2025 2:56 pm
Forum: Not a bug
Topic: [2.0.58] "Each" signal leaks between OR combinator conditions
Replies: 6
Views: 878

Re: [2.0.58] "Each" signal leaks between OR combinator conditions


This "linking" of the EACH signals is useful. Think it this way. It enables you to create signals from nothing on one wire as well as compare to 0 (usually not possible with EACH), if these signals are present on the other wire. It's the only place in Factorio where you're able to have a ...
by robot256
Sun Jun 29, 2025 12:16 pm
Forum: Not a bug
Topic: [2.0.58] "Each" signal leaks between OR combinator conditions
Replies: 6
Views: 878

Re: [2.0.58] "Each" signal leaks between OR combinator conditions


Synchronizing those checkboxes would reduce the functionality of the combinator. There is no obvious/simple way to "fix" this without eliminating other ways the combinator could be used intentionally.


I meant only for the entries where the Each signal is selected. It would be a rather invasive ...
by robot256
Sat Jun 28, 2025 9:17 pm
Forum: Not a bug
Topic: [2.0.58] "Each" signal leaks between OR combinator conditions
Replies: 6
Views: 878

Re: [2.0.58] "Each" signal leaks between OR combinator conditions

It makes sense to me since I know how Each works. It seems like the only way to communicate that to the user would be to synchronize the R/G boxes on all Each entries in a given combinator.
by robot256
Fri Jun 27, 2025 8:34 pm
Forum: Modding help
Topic: [Solved]Using autoplace to make a tile appear under a resource?
Replies: 3
Views: 513

Re: Using autoplace to make a tile appear under a resource?

IIRC, I discovered by accident that Aquilo uses an effect trigger event to create ice under it. (I had copied it and somehow ice was spawning on Nauvis, traced back to the build effect trigger on the resource entity.) That sounds like exactly what you want.
by robot256
Thu Jun 26, 2025 4:09 am
Forum: Ideas and Suggestions
Topic: Stuck inserters get picked up
Replies: 4
Views: 558

Re: Stuck inserters get picked up


Crafting machine, yes, it will always fit. Other things, not always.

I just saw another idea that it would also fix:

https://forums.factorio.com/viewtopic.php?t=121235


It would not solve this request. The inserter still will not pick up the spoilage from the first lab unless the second lab ...
by robot256
Thu Jun 26, 2025 4:04 am
Forum: Ideas and Suggestions
Topic: Stuck inserters get picked up
Replies: 4
Views: 558

Re: Stuck inserters get picked up

The last case I'm aware of where spoilage can cause inserter deadlocks was fixed recently (maybe still in experimental). In all cases, the inserter should be able to dispose of its spoilage while the machine is operating. If you find other cases in the latest release where this does jot happen, you ...
by robot256
Tue Jun 24, 2025 10:55 am
Forum: Resolved Problems and Bugs
Topic: [Tobias] [2.0.51] Buffer chest contents count double against their own unsatisfied requests
Replies: 8
Views: 3659

Re: [Tobias] [2.0.51] Buffer chest contents count double against their own unsatisfied requests

My apologies, I wrote my post without testing it myself.

I tested Tranzalore' blueprint in 2.0.55 first and observed the original very strange behavior. I then loaded the save in 2.0.58 and observed it operating correctly as Loewchen said. I don't know how to reproduce what Tranzalore put in their ...
by robot256
Tue Jun 24, 2025 4:31 am
Forum: Resolved Problems and Bugs
Topic: [Tobias] [2.0.51] Buffer chest contents count double against their own unsatisfied requests
Replies: 8
Views: 3659

Re: [Tobias] [2.0.51] Buffer chest contents count double against their own unsatisfied requests

Tranzalore describes a very specific bug with a simple fix. The bug is that buffer chests whose requests are fulfilled are dropped from the list of active requests, which then lets their contents count toward fulfilling other requests, even though the buffer chest request can only remain fulfilled ...

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