I am confused by your reply, as from my experience of the Factoriopedia it seems to contradict itself.
You have stated that what I described is the expected behaviour of merging recipes with items, I assume you mean that this means the following conditions:
The item and the recipe have the same ...
Search found 13 matches
- Fri Apr 11, 2025 4:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard] [2.0.44] Unexpected behaviour in merging Fluid and Recipe entries in Factoriopedia.
- Replies: 3
- Views: 1215
- Fri Apr 11, 2025 1:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard] [2.0.44] Unexpected behaviour in merging Fluid and Recipe entries in Factoriopedia.
- Replies: 3
- Views: 1215
[Pard] [2.0.44] Unexpected behaviour in merging Fluid and Recipe entries in Factoriopedia.
What did you do?
I added a single "iron-plate" to the product of the "sulfuric-acid" recipe, and set the "main_product" of the recipe to "sulfuric-acid".
What happened?
The recipe is no longer merged with the "sulfuric-acid" fluid on the Fluid tab of the Factoriopedia
04-11-2025, 14-41-26.png ...
I added a single "iron-plate" to the product of the "sulfuric-acid" recipe, and set the "main_product" of the recipe to "sulfuric-acid".
What happened?
The recipe is no longer merged with the "sulfuric-acid" fluid on the Fluid tab of the Factoriopedia
04-11-2025, 14-41-26.png ...
- Fri Apr 04, 2025 10:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Pard][2.0.43] Factoriopedia does not respect order strings as expected
- Replies: 2
- Views: 1385
[Pard][2.0.43] Factoriopedia does not respect order strings as expected
What did you do?
I changed the subgroup of recipes "solid-fuel-from-petroleum-gas", "solid-fuel-from-light-oil" and "solid-fuel-from-heavy-oil" to "raw-material", the same subgroup as the "solid-fuel" item. I also changed the order strings of those recipes to "b[chemistry]-a[solid-fuel-alt-1]", "b ...
I changed the subgroup of recipes "solid-fuel-from-petroleum-gas", "solid-fuel-from-light-oil" and "solid-fuel-from-heavy-oil" to "raw-material", the same subgroup as the "solid-fuel" item. I also changed the order strings of those recipes to "b[chemistry]-a[solid-fuel-alt-1]", "b ...
- Mon Mar 31, 2025 1:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.43] Crash when resource.resource_patch_search_radius = 0 (ChartRenderer::drawResourceSelection)
- Replies: 1
- Views: 1468
[Rseding91] [2.0.43] Crash when resource.resource_patch_search_radius = 0 (ChartRenderer::drawResourceSelection)
What did you do?
When mousing over a resource patch in the map view where on the resource prototype the attribute resource_patch_search_radius is set to 0, Factorio hard crashes.
What happened?
Factorio crashed and generated a crash log. The factorio-current.log is attached for the modded ...
When mousing over a resource patch in the map view where on the resource prototype the attribute resource_patch_search_radius is set to 0, Factorio hard crashes.
What happened?
Factorio crashed and generated a crash log. The factorio-current.log is attached for the modded ...
- Thu Dec 19, 2024 6:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
- Replies: 6
- Views: 895
Re: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
Ah, I see. I did wonder if that might have been the case given the rather unusual circumstance of the original bug. Thanks for confirming that for me.
- Thu Dec 19, 2024 11:37 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
- Replies: 6
- Views: 895
[2.0.27] Crash loading save working in 2.0.23 "CargoStation.cpp(374): CargoStation::refreshCargoPodCapacity"
I previously reported a crash with this save here , while that was marked as resolved when I attempted to load the save again, the save crashed again but with a different error log.
I saw that a crash in this function had already been reported here so I waited for 2.0.27 to test again.
The save is ...
I saw that a crash in this function had already been reported here so I waited for 2.0.27 to test again.
The save is ...
- Thu Dec 05, 2024 6:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"
- Replies: 4
- Views: 1337
Re: [Klonan] [2.0.24] Crash upon loading a save that works with 2.0.23
Has been a little while since I set that experiment up, but if I remember correctly I think I fast replaced the Space Platform Hub with a Rare quality one after creating it by clicking the "+ Add space Platform" and not changing the quality of the starter pack used and then the "Create" button that ...
- Thu Dec 05, 2024 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"
- Replies: 4
- Views: 1337
[Klonan] [2.0.24] Crash loading save working in 2.0.23 "CargoStation.cpp:302: hatch was not true"
Steps to Replicate:
1) Load the "Space Age Editor Stress Testing" save attached.
I have also attached the current log and the generated dump file.
The crash occurs whether the additional mods are present in the save or not; I saved a version without the mods on my non-steam 2.0.23 installation ...
1) Load the "Space Age Editor Stress Testing" save attached.
I have also attached the current log and the generated dump file.
The crash occurs whether the additional mods are present in the save or not; I saved a version without the mods on my non-steam 2.0.23 installation ...
- Wed Oct 23, 2024 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [2.0.9] Crash when debugging lua code using FMTK during an exception (GameStateAdapter::getCursorRecordID)
- Replies: 1
- Views: 1193
[Genhis] [2.0.9] Crash when debugging lua code using FMTK during an exception (GameStateAdapter::getCursorRecordID)
This occured when I have launched Factorio in Instrument Mode with FMTK through Visual Stuido Code to debug an exception in the Jetpack mod.
The setup is this: Have a character using a Jetpack on Vulcanus, then open Remote View to look at Nauvis. Press the J key to cause the Jetpack mod to switch ...
The setup is this: Have a character using a Jetpack on Vulcanus, then open Remote View to look at Nauvis. Press the J key to cause the Jetpack mod to switch ...
- Thu Oct 17, 2024 7:40 pm
- Forum: Modding interface requests
- Topic: [2.0] Add support for mods to mark themselves as incompatible with specific feature flags
- Replies: 8
- Views: 1302
[2.0] Add support for mods to mark themselves as incompatible with specific feature flags
TL;DR
Mods might wish to opt out of supporting certain feature flags, this would give them a method to do so.
What ?
It would be nice to be able to mark a mod as incompatible with a feature flag, automatically making it incompatible with mods that activate that feature flag. As an example a ...
Mods might wish to opt out of supporting certain feature flags, this would give them a method to do so.
What ?
It would be nice to be able to mark a mod as incompatible with a feature flag, automatically making it incompatible with mods that activate that feature flag. As an example a ...
- Fri Sep 08, 2023 2:02 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 274660
Re: Friday Facts #375 - Quality
It's awful, this is factorio, not some shooter with equipment rarity. If I cannot disable this """""""feature""""""" entirely, I will not buy the expansion.
You appear to have missed the fact that Quality is entirely optional and there is no need to ever make a higher Quality item. They even ...
- Fri Sep 08, 2023 11:49 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 274660
Re: Friday Facts #375 - Quality
Actually, I have another question as well. With Productivity being capped to 300%, does that mean Mining Productivity is capped as well? Or is there a little bit of nuance that hasn't been discussed yet that means we still can get bigger productivity numbers on things that aren't making ...
- Fri Sep 08, 2023 11:27 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 274660
Re: Friday Facts #375 - Quality
That looks awesome! One question I have since it's not explicitly stated: Is the Recycler is also gated to the Expansion since it's tied into the desire to recycle low Quality things?