Search found 1315 matches
- 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.
- 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.
- 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 ...
- 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.
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.
- 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 ...
In your case, the recipes are not unlocked by any ...
- 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?
Is your actual intention to make a cliff that players can mine but robots cannot?
- 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.
- 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.
- 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
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...