Search found 24 matches
- Fri Jun 06, 2025 2:36 pm
- Forum: Not a bug
- Topic: [2.0.47] feature-flag space_travel_required without tile prototype empty-space-tile doesn't offer to disable the mod
- Replies: 2
- Views: 586
Re: [2.0.47] feature-flag space_travel_required without tile prototype empty-space-tile doesn't offer to disable the mod
That feels inconsistent with everything else that triggers you to disable the mods that cause errors, instead of outright closing the game and leaving you to figure out exactly what mod caused the error on your own, if for example, somebody were to publish something to the mod portal blindly, and ...
- Sat May 31, 2025 8:37 am
- Forum: Not a bug
- Topic: [2.0.47] feature-flag space_travel_required without tile prototype empty-space-tile doesn't offer to disable the mod
- Replies: 2
- Views: 586
[2.0.47] feature-flag space_travel_required without tile prototype empty-space-tile doesn't offer to disable the mod
What did you do?
Create a mod to have to have the mech-suit without needing to have space_age required.
Mod has feature flag "space_travel_required": true defined in info.json as required in order to enable flying armor.
No "empty-space" tile was defined, as I was unaware that this was required for ...
Create a mod to have to have the mech-suit without needing to have space_age required.
Mod has feature flag "space_travel_required": true defined in info.json as required in order to enable flying armor.
No "empty-space" tile was defined, as I was unaware that this was required for ...
- Tue Apr 22, 2025 6:47 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 67206
Re: Version 2.0.45
While yes, he is very good, normal players would not have the speedrun restrictions, as in no blueprint import, random seed, single sitting etc.
pretty sure blue print importing IS allowed for 100% achievement speedruns. the blueprint imports is for most of the speedrun categories, not ALL of ...
- Thu Apr 17, 2025 10:27 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 67206
Re: Version 2.0.45
100% community simply needs make a mod that allows achievements with the old settings. i can't believe it was ever intended you would be able to get achievements on a map with basically idle biters.
The mod approach is dead simple. The mod just has to remove the "allowed_without_fight = false ...
- Thu Apr 17, 2025 8:42 am
- Forum: Not a bug
- Topic: [2.0.45] "allowed_without_fight = false" achievements retroactively become allowed on map setting changes.
- Replies: 1
- Views: 263
[2.0.45] "allowed_without_fight = false" achievements retroactively become allowed on map setting changes.
What did you do?
I started a new game, where I set things that would disable all the allowed_without_fight = false achievements.
I checked the achievements and confirmed that all of the biter related achievements as well as the timed finishing the game achievements were disabled.
Using Editor ...
I started a new game, where I set things that would disable all the allowed_without_fight = false achievements.
I checked the achievements and confirmed that all of the biter related achievements as well as the timed finishing the game achievements were disabled.
Using Editor ...
- Wed Apr 16, 2025 8:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][2.0.45]Lack of information of what disables the "allowed_without_fight = false" achievements.
- Replies: 0
- Views: 503
[kovarex][2.0.45]Lack of information of what disables the "allowed_without_fight = false" achievements.
One thing that is notable is that 2.0.45 now disallows a number of easier than normal settings for the allowed_without_fight = false achievements. What would be helpful is if each settings tool tips were updated to indicate minimum/maximum value allowed to retain all achievements being possible ...
- Sun Dec 22, 2024 7:19 pm
- Forum: Not a bug
- Topic: [2.0.27] Demo has full Factoriopedia content
- Replies: 3
- Views: 629
Re: [2.0.27] Demo has full Factoriopedia content
Probably not a bug, given that the only things excluded from the demo are the scenarios as well as the transport-belt-madness and tight-spot campaigns. Other than that, the base mod is 100% identical, so factoriopedia is going to be based off whats present in the base mod.
- Thu Dec 05, 2024 8:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Fish breeding applies productivity to catalysts
- Replies: 4
- Views: 2079
Re: [2.0.23] Fish breeding applies productivity to catalysts
Quality modules is unfortunately an ALL or NOTHING deal. That is ALL of the outputs get upgraded to the next quality tier, or NONE of them do. There currently is not a recipe prototype to "ignored_by_quality" on some count of the output, like there is for "ignored_by_productivity"
- Mon Nov 18, 2024 8:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.15] Achievement Bug: "So Long and Thanks for all the Fish"
- Replies: 13
- Views: 6019
Re: Achievement Bug: "So Long and Thanks for all the Fish"
This seems to have been broken as of version 2.0.15. In my modded troubleshooting, it seems that the cargo_pod entity that is carrying the fish for the purposes seems to no longer be attached to the rocket entity as of the on_rocket_launched() event being called. This is also the time when I think ...
- Sun Nov 10, 2024 6:11 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.16] Can't un-pause game while in Blueprint Editor
- Replies: 2
- Views: 2204
Re: [2.0.16] Can't un-pause game while in Blueprint Editor
Try hitting your keybind key for Pause, which in this case, should be the Pause/break key on the key board. I have confirmed that you can't bring up the menu while editing a blueprint while the game is paused, however, if you are allowed to pause/unpause the game, then hitting the pause keyboard key ...
- Wed Oct 30, 2024 6:57 pm
- Forum: Pending
- Topic: [2.0.12] Crash upgrading spaceship in hub then deconstructing (SpacePlatformHub: sizeBefore == sizeAfter was not true)
- Replies: 1
- Views: 372
[2.0.12] Crash upgrading spaceship in hub then deconstructing (SpacePlatformHub: sizeBefore == sizeAfter was not true)
Save game, and an unpublished mod I was using for testing something else unrelated to this game, since this game is using it attached.
Reproduction of crash steps. Go to the space platform clearing named "Doomed to Crash Factorio 2.0.12". Rotate the inserter so that it is grabbing from the Infinity ...
Reproduction of crash steps. Go to the space platform clearing named "Doomed to Crash Factorio 2.0.12". Rotate the inserter so that it is grabbing from the Infinity ...
- Sun Dec 03, 2023 12:24 pm
- Forum: Duplicates
- Topic: Custom system cursors hides item in hand.
- Replies: 1
- Views: 716
Custom system cursors hides item in hand.
As seen from these screen shots, a big enough custom system cursor, can make it difficult to see the item in hand and its count. This can make the game more difficult to play correctly. I do not want to have to switch cursor profiles just to be in the game, if there can be some better way to ...
- Thu Aug 10, 2023 3:48 am
- Forum: Implemented mod requests
- Topic: Custom furnace entity can't be smelted text
- Replies: 2
- Views: 2100
Custom furnace entity can't be smelted text
TL;DR
Custom furnace prototype "can't smelt" localized text
What ?
A way to specify custom localized "can't be smelted" text for a given furnace prototype, for example, a crusher could say "<item> can't be crushed", or for an incinerator, "<item> can't be incinerated.", or for an air filtering ...
Custom furnace prototype "can't smelt" localized text
What ?
A way to specify custom localized "can't be smelted" text for a given furnace prototype, for example, a crusher could say "<item> can't be crushed", or for an incinerator, "<item> can't be incinerated.", or for an air filtering ...
- Thu May 04, 2023 9:49 am
- Forum: Duplicates
- Topic: Same version mod mismatch overrides mod settings mismatch
- Replies: 1
- Views: 1027
Same version mod mismatch overrides mod settings mismatch
Found a case where a mod is exactly the same, but because of how the core system evaluates mod mismatch of same version, it can be possible for a startup setting to cause a same version mod mismatch error.
The root cause is if a require is conditional on a startup setting, then the .lua file that ...
The root cause is if a require is conditional on a startup setting, then the .lua file that ...
- Sat Mar 04, 2023 1:11 pm
- Forum: Releases
- Topic: Version 1.1.77
- Replies: 7
- Views: 15987
Re: Version 1.1.77
As someone that works on the Archipelago mod, this data dumping is very nice as it just obsoleted https://mods.factorio.com/mod/archipelago-extractor in its entirety.
- Fri Sep 16, 2022 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
- Replies: 1
- Views: 2481
[1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
I started playing around with stack size related stuff in the prototypes and have noted that the game is mostly consistent of not letting the mod run when stack sizes of things that should be 1 are not 1. The exception is the spidertron-remote prototype.
The game silently clamps the stack_size of ...
The game silently clamps the stack_size of ...
- Mon Aug 22, 2022 10:10 pm
- Forum: Duplicates
- Topic: Artillery attack triggers "It stinks and they don't like it" achievment if you don't already have it.
- Replies: 1
- Views: 1127
Artillery attack triggers "It stinks and they don't like it" achievment if you don't already have it.
I was not expecting this achievement to trigger from a retaliation attack of the biters against artillery cannons. (Pollution dissipation was set to 0, so pollution stays in the chunk it was generated in.)
No idea if this is intentional or not.
No idea if this is intentional or not.
- Mon Aug 08, 2022 12:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.65] Integer value settings can accept decimal values
- Replies: 1
- Views: 3228
[1.1.65] Integer value settings can accept decimal values
1. Change a int setting that has a min value less than or equal to 0 to anything with a decimal point.
2. What I expected was for that value to go red since a decimal point input is not valid for int settings.
2. What I got, as shown in the image, is the red box only for int values that have a min ...
2. What I expected was for that value to go red since a decimal point input is not valid for int settings.
2. What I got, as shown in the image, is the red box only for int values that have a min ...
- Fri Aug 05, 2022 1:45 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.64] chest filter bug
- Replies: 4
- Views: 3790
[1.1.64] chest filter bug
1. Create a filter for one item, such as repair pack
https://i.imgur.com/wGWb2sp.png
2. Attempt to insert another item such as iron-plate or uranium-ore
3. Expected result. (as shown by attempting to insert non-repair pack item into a repair-pack filter slot with a cargo wagon)
https://i.imgur ...
https://i.imgur.com/wGWb2sp.png
2. Attempt to insert another item such as iron-plate or uranium-ore
3. Expected result. (as shown by attempting to insert non-repair pack item into a repair-pack filter slot with a cargo wagon)
https://i.imgur ...
- Sun Jul 31, 2022 5:05 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] linked chest content voiding inconsistency.
- Replies: 1
- Views: 2629
[boskid] linked chest content voiding inconsistency.
I found that if a linked-chest is destroyed, then whether or not the contents of the linked chest of matching ID are voided depends on your ghost-time-to-live. With a ghost time to live of zero, no voiding happens at all. On the other hand, if there is even one tick of ghost time to live, then the ...