Search found 19 matches
- Sat Dec 06, 2025 8:04 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
- Replies: 2
- Views: 347
Re: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
If clarification is required: I did undo (ctrl+z) the deconstruction a set of spilled item on the ground (I do not have the undo-grouping feature enabled, I reverted to previous logic in The Other Settings™), while other player JD used an ad-hoc alt+d to undo the same area's items' deconstruction ...
- Sun Oct 12, 2025 2:29 pm
- Forum: Not a bug
- Topic: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
- Replies: 2
- Views: 296
Re: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
Rseding91 wrote: Sun Oct 12, 2025 2:24 pm Did you enable the “hide mod GUIs” debug setting on the standalone version by mistake? (F4 menu)
Yes apparently I did. Thank you for pointing this out
(note to myself: always check next time with a completely vanilla installation).
Thanks you!
- Sun Oct 12, 2025 2:03 pm
- Forum: Not a bug
- Topic: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
- Replies: 2
- Views: 296
[2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
I am playing a map-mod called Earth Maps with additional QoL mods.
https://mods.factorio.com/mod/EarthMaps
One feature of this mod is that it has pre-placed teleporter buildings and rocket silos at some of the major cities of earth.
The map version is one that also has multiple teams (implemented ...
https://mods.factorio.com/mod/EarthMaps
One feature of this mod is that it has pre-placed teleporter buildings and rocket silos at some of the major cities of earth.
The map version is one that also has multiple teams (implemented ...
- Sun Oct 12, 2025 12:58 pm
- Forum: Ideas and Suggestions
- Topic: please allow the player to read the fuel count of burner mining drills
- Replies: 4
- Views: 625
Re: please allow the player to read the fuel count of burner mining drills
+1
Our use-case: We are working on an Any% Multiplayer Speedrun, and would like to continue getting value out of the "Coal Snake" Burner Miners, which we have already "paid for" with resources.
Unfortunately they cannot be automated :o in our intended way for the purpose of extract coal from their ...
Our use-case: We are working on an Any% Multiplayer Speedrun, and would like to continue getting value out of the "Coal Snake" Burner Miners, which we have already "paid for" with resources.
Unfortunately they cannot be automated :o in our intended way for the purpose of extract coal from their ...
- Wed Jan 08, 2025 5:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
- Replies: 4
- Views: 3497
Re: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
Thank you!
Could you please give a hint what triggers this, so I can avoid doing that until the next release?
Could you please give a hint what triggers this, so I can avoid doing that until the next release?
- Sun Jan 05, 2025 2:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
- Replies: 4
- Views: 3497
Re: [2.0.28] Crash deleting surface (InfiniteVector.hpp)
from what I can see in the mod's lua code is this `expedition.abandon_expedition` being executed when the "Abandon expedition" button was pressed which caused my crash:
function expedition.abandon_expedition(player)
local expedition_surface = game.surfaces[player.force.name .. "_expedition ...
function expedition.abandon_expedition(player)
local expedition_surface = game.surfaces[player.force.name .. "_expedition ...
- Sat Jan 04, 2025 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
- Replies: 4
- Views: 3497
[Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
We were testing a new mod with Trupen on a Multiplayer server.
I run on Linux, others run on Windows. My game crashed, the others didnt.
It happened twice, but when we tried to reproduce, we could not.
From the clip I got from twitch is seems to have happened when I teleported to a surface that was ...
I run on Linux, others run on Windows. My game crashed, the others didnt.
It happened twice, but when we tried to reproduce, we could not.
From the clip I got from twitch is seems to have happened when I teleported to a surface that was ...
- Mon Nov 04, 2024 9:51 pm
- Forum: Duplicates
- Topic: [2.0.14] Asteroid collector stuck at Disabled by control behavior even when wire is disconnected
- Replies: 1
- Views: 965
[2.0.14] Asteroid collector stuck at Disabled by control behavior even when wire is disconnected
I got an asteroid collector hooked up with a wire and set a filter condition. see picture below.
It does set filter according to what the wire carries. (the current wire connection does not really make a sense, its just for demonstration)
Screenshot_20241104_223017.png
When the wire is ...
It does set filter according to what the wire carries. (the current wire connection does not really make a sense, its just for demonstration)
Screenshot_20241104_223017.png
When the wire is ...
- Sun Nov 03, 2024 8:54 pm
- Forum: Duplicates
- Topic: [2.0.14] Cannot set separate decon planner for Huge Rocks containing coal
- Replies: 1
- Views: 336
[2.0.14] Cannot set separate decon planner for Huge Rocks containing coal
In 1.1 you could set decon planner for both types of rocks: small ones only yielding stone and huge rocks that also dropped coal.
The 2.0.x selection of Rock was reduced to one pickable element and includes both rock types.
Screenshot_20241103_214820.png
I assume it was changed so players would ...
The 2.0.x selection of Rock was reduced to one pickable element and includes both rock types.
Screenshot_20241103_214820.png
I assume it was changed so players would ...
- Sun Nov 03, 2024 8:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.14] Blueprint parameter is not replaced in req. chest if two recipe's ingredients are identical
- Replies: 1
- Views: 1829
[Kovarex] [2.0.14] Blueprint parameter is not replaced in req. chest if two recipe's ingredients are identical
I have a blueprint which is a set of 2 assemblers that share a blue chest in the middle (since shipping off-world is expensive), and is used as part of a bot-mall off-world.
This is the BP String:
0eNrFl92OmzAQhV+l8mUFVTD/UXvRPkPvqhUixCRWwWZts20U8e4dQ5YS8LLxpqsqN8bM+cYcj8fKGe2qljSCMoW2Z0QLziTa ...
This is the BP String:
0eNrFl92OmzAQhV+l8mUFVTD/UXvRPkPvqhUixCRWwWZts20U8e4dQ5YS8LLxpqsqN8bM+cYcj8fKGe2qljSCMoW2Z0QLziTa ...
- Fri Sep 13, 2024 1:35 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 38087
Re: Friday Facts #428 - Reactor & Logistics circuit control
Very nice, so much QoL!
I would only like to re-post the comments we made back in November 23 about the possibility to produce custom values for output other than 1 / Input count, the UI would also nicely allow it like this gimp'ed together image illustrates:
https://forums.factorio.com/viewtopic ...
I would only like to re-post the comments we made back in November 23 about the possibility to produce custom values for output other than 1 / Input count, the UI would also nicely allow it like this gimp'ed together image illustrates:
https://forums.factorio.com/viewtopic ...
- Fri Nov 10, 2023 12:40 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 141718
Re: Friday Facts #384 - Combinators 2.0
Hi.
First of all, mind blown, I was shedding a tear, so many new possibilities! :D
One thing I would highly recommend / request:
Add the possibility to output any other constant other than "1" and "Input count". How many times I have wanted to output a number other than 1, and had to restort to ...
First of all, mind blown, I was shedding a tear, so many new possibilities! :D
One thing I would highly recommend / request:
Add the possibility to output any other constant other than "1" and "Input count". How many times I have wanted to output a number other than 1, and had to restort to ...
- Tue Nov 07, 2023 7:48 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 80079
Re: Friday Facts #383 - Super force building
I wonder if you can soft-lock yourself by
not having bots,
picking up landfill behind you,
and placing all of it ahead of you
Since IIRC you need for example real concrete "in-hand" to hand-mine it the placed tiles...
You can add landfill to your toolbar and then select it from ...
- Fri Nov 03, 2023 3:53 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 80079
Re: Friday Facts #383 - Super force building
I wonder if you can soft-lock yourself by
- not having bots,
- picking up landfill behind you,
- and placing all of it ahead of you
- Fri Sep 29, 2023 12:42 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 179848
Re: Friday Facts #378 - Trains on another level
Can the player enter/exit the train when it's elevated or walk on the elevated tracks?
And can elevated trains collide with anything? like a spidertron for example
Player can exit/enter elevated trains fine. (It would be quite annoying otherwise)
They only collide with few entities, as stated ...
- Fri Sep 08, 2023 12:19 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 357515
Re: Friday Facts #375 - Quality
There is actually a new achievement for having best legendary armor full of legendary equipment.
Hah, poor speedrunners. It will be interesting if 100% is still something that is achievable in a sane way in the expansion, like, what other achievement there will be :)
Also, can't wait for the ...
Hah, poor speedrunners. It will be interesting if 100% is still something that is achievable in a sane way in the expansion, like, what other achievement there will be :)
Also, can't wait for the ...
- Fri Sep 08, 2023 12:15 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 107824
Re: Friday Facts #374 - Smarter robots
Just out of curiosity, since now bots tend to diverge towards the target roboport:
If the robot network is a huge " U " shaped one, and the bots start flying from one end of the U towards the other end of the U, and the area between them is not charted (chunks not generated), will the bots' flying ...
If the robot network is a huge " U " shaped one, and the bots start flying from one end of the U towards the other end of the U, and the area between them is not charted (chunks not generated), will the bots' flying ...
- Mon Dec 12, 2022 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Replay Saving on Headless
- Replies: 5
- Views: 2522
Re: Replay Saving on Headless
Came here for the same topic: would like to record a headless linux ds for a multiplayer session and enable later analysis while creating the map on CLI.
Unfortunately this option is not exposed when creating the map save on command line, and speedruning rules demand starting the game from "the ...
Unfortunately this option is not exposed when creating the map save on command line, and speedruning rules demand starting the game from "the ...
- Fri Dec 02, 2022 4:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 7871
Re: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
I love this level of discussion! (came here from the release notes, didn't regret it)