Search found 860 matches

by Hares
Wed Sep 24, 2025 1:46 pm
Forum: Releases
Topic: Version 2.0.67
Replies: 16
Views: 4483

Re: Version 2.0.67



Hmmm splitters with circuit connection can't watch its content on belt just like common belt, not handy


I decided that reading content of a splitter would be useless because it would have to read content of both input half-belts and both output half-belts. Just place a transport-belt near the ...
by Hares
Mon Sep 22, 2025 4:36 pm
Forum: Releases
Topic: Version 2.0.67
Replies: 16
Views: 4483

Re: Version 2.0.67

FactorioBot wrote: Mon Sep 22, 2025 3:09 pm
  • Splitters can be connected to circuit network.
WOAH!
by Hares
Wed Sep 17, 2025 9:57 am
Forum: Implemented Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 35
Views: 4754

Re: Train condition progress should look clearer when at 100%

boskid wrote: Tue Sep 16, 2025 9:16 am Something like this?

09-16-2025, 11-15-41.png
Wait, I just noticed the train stop name in this screenshot.
by Hares
Tue Sep 16, 2025 12:33 pm
Forum: Implemented Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 35
Views: 4754

Re: Train condition progress should look clearer when at 100%


Only reasonable option for making it colorblind friendly is to completly turn off the partial background drawing. Those colors are unfortunately provided through a png file so adjusting them is a little bit painful.


Maybe use textured background then?
Like green diagonal stripes for partially ...
by Hares
Tue Sep 02, 2025 12:25 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7313

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

raiguard wrote: Mon Sep 01, 2025 2:25 pm This has been reverted for the next version (2.0.66). Thank you for your feedback!
Instead of reverting this, you should have added a checkbox or option in user settings for how smart the smart belt building is.
by Hares
Tue Sep 02, 2025 12:17 pm
Forum: Releases
Topic: Version 2.0.66
Replies: 8
Views: 7711

Re: Version 2.0.66

FactorioBot wrote: Tue Sep 02, 2025 12:07 pm Changes
  • Reverted belt building changes from 2.0.61.
Why?..
by Hares
Sun Aug 17, 2025 9:46 am
Forum: Releases
Topic: Version 2.0.7
Replies: 29
Views: 67761

Re: Version 2.0.7

Undocummented: Landfill cost: 20 stone -> 50
by Hares
Mon Aug 04, 2025 5:08 pm
Forum: Releases
Topic: Version 2.0.63
Replies: 3
Views: 9240

Re: Version 2.0.63

BTW, thx for providing link to the previous changelog
by Hares
Sat Aug 02, 2025 10:29 am
Forum: Releases
Topic: Version 2.0.45
Replies: 237
Views: 82152

Re: Version 2.0.45


Speaking also of the choice of not judging of how others play and of adaptability :

I always found it weird that the Factorio speedrunning communities using speedrun.com never created there any segmented speedrun category, despite of how long even Factorio runs are!


Technically, some SA runs ...
by Hares
Fri Jul 18, 2025 3:53 pm
Forum: Balancing
Topic: [SA] Make small lightning rods not protecting flying robots.
Replies: 10
Views: 1961

Re: [SA] Make small lightning rods not protecting flying robots.



For point two: They are twice as efficient as lightning rods and cover a larger area. Why not use them?


1. They are 2x2 instead of 1x1, cost a lot and are unlocked when your base is already covered
2. Lightning efficiency is never a limiting factor, you are always capped by the accumulators
3 ...
by Hares
Mon Jul 14, 2025 10:32 pm
Forum: Development tools
Topic: Proposal: Publish JSON schema for mod's info.json on API Docs portal
Replies: 4
Views: 1964

Re: Proposal: Publish JSON schema for mod's info.json on API Docs portal


What you're probably looking for is this wiki page https://wiki.factorio.com/Tutorial:Mod_structure
Some of the modding documentation is on the wiki for legacy reasons, but there are plans/efforts to bring it all to the api docs.


I specifically asked for JSON schema. Most IDEs have support for ...
by Hares
Thu Jun 19, 2025 5:34 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.57] Version in Github repository factorio-data
Replies: 1
Views: 335

[2.0.57] Version in Github repository factorio-data

Each time a new version is release, factorio-data repo gets updated -- a new dump of data is created, version is bumped, and tag is created
However, I just noticed that the version is bumped to a next version rather than the version being released. It is OK to keep in development branch, but it's ...
by Hares
Wed Jun 11, 2025 7:32 pm
Forum: Duplicates
Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
Replies: 8
Views: 1568

Re: [Lou] [2.0.21] Construction task for rail ramp never assigned


I think that may run into the same issue but from the other end. Where the rail ghosts get built in the air before the ramp is moved, getting the ramp robot stuck again. But I don't know for sure.

Personally, I think the game is trying to be too smart about everything in this scenario and it's ...
by Hares
Wed Jun 11, 2025 7:26 pm
Forum: Not a bug
Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Replies: 15
Views: 4431

Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed

If any Feature Requests are made, can the links be shared here?
Offtopic
by Hares
Wed Jun 11, 2025 7:23 pm
Forum: Duplicates
Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
Replies: 8
Views: 1568

Re: [Lou] [2.0.21] Construction task for rail ramp never assigned


Looking into this, I don't think there's a solution that will allow the robots to actually perform the requested operation. The elevated rails require supports and the logic wants to remove one of them to move it slightly... but it can never do that without also removing the elevated rails ...
by Hares
Tue Jun 03, 2025 5:10 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 1995

Re: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Edit. Okay, I got it. The problem is the fact I have Production screen open. Opening it during autosave causes crash. 10:58 is the time of next autosave.
by Hares
Tue Jun 03, 2025 5:07 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 1995

Re: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Rseding91 wrote: Tue Jun 03, 2025 2:26 pm What's your autosave interval set at?
5 minutes.
by Hares
Mon Jun 02, 2025 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 1995

Re: [2.0.54] Crash when playing Tight Space

Edit: Loading this savefile on 2.0.55 causes crash after some time at exactly the same time (10:58 on timer)
by Hares
Mon Jun 02, 2025 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Replies: 5
Views: 1995

[2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)

Was playing tight space, and the game crashed.
06-02-2025, 22-32-11.png
06-02-2025, 22-32-11.png (3.61 MiB) Viewed 1995 times
Attaching logs, crash dump & latest autosave.

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