Here is a save file that demonstrates this:
space-super-force-test.zip
There's a space platform with an assembling machine that makes iron sticks. Use the ghost cursor to put iron plates into the assembler. It will get stuck half done with 100 (+2) iron sticks and 49 iron plates inside.
The ...
Search found 62 matches
- Wed May 14, 2025 2:07 pm
- Forum: Not a bug
- Topic: [2.0.47] Super-force building over assembler on space platform deletes items
- Replies: 1
- Views: 270
- Sat Apr 19, 2025 9:36 am
- Forum: 1 / 0 magic
- Topic: [2.0.43] Science production graph shows no progress erroneously
- Replies: 1
- Views: 340
[2.0.43] Science production graph shows no progress erroneously
In my save, the research progress is somehow showing as 0 per minute and remaining research time as infinity, even though research is clearly progressing.
It happens with this modded save only, and if I just restart the level with the same mods and build some labs with the editor the problem does ...
It happens with this modded save only, and if I just restart the level with the same mods and build some labs with the editor the problem does ...
- Fri Mar 28, 2025 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Swap holmium solution colors
- Replies: 0
- Views: 129
Swap holmium solution colors
I wrote this to swap the base and flow colors of the holmium solution and I think that it looks better
Code: Select all
local holm = data.raw.fluid['holmium-solution']
local stored_base_color = holm.base_color
holm.base_color = holm.flow_color
holm.flow_color = stored_base_color
- Thu Feb 06, 2025 9:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
- Replies: 10
- Views: 2545
[StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
Factorio crashes on map load with the attached save. I'm running on Linux, Debian 12.
Load without syncing mods (this save is a small menu simulation I thought to attach with a mod I'm still working on).
I don't know what happened to make this start crashing all of the sudden, but the error message ...
Load without syncing mods (this save is a small menu simulation I thought to attach with a mod I'm still working on).
I don't know what happened to make this start crashing all of the sudden, but the error message ...
- Wed Jan 29, 2025 2:12 pm
- Forum: Duplicates
- Topic: [2.0.33] Railguns destroy open gates
- Replies: 1
- Views: 198
[2.0.33] Railguns destroy open gates
I thought that it would be cool to have a set of gates in front of the railguns that would be normally closed and open up to reveal the railguns when needed. But the railguns seem to destroy the gates even though they're open, which seems strange to me. The gates don't seem to get destroyed every ...
- Sat Jan 18, 2025 3:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.31] always_on=true on a lamp does not remove "always on" option in GUI
- Replies: 1
- Views: 888
[Klonan] [2.0.31] always_on=true on a lamp does not remove "always on" option in GUI
If I write into data.lua:
data.raw.lamp['small-lamp'].always_on = true
the lamp will always be on. But its GUI will still show a "Always on" checkbox that has no effect. It is also unticked, even though the lamp is actually always on. I would expect the checkbox to be removed for such lamps ...
data.raw.lamp['small-lamp'].always_on = true
the lamp will always be on. But its GUI will still show a "Always on" checkbox that has no effect. It is also unticked, even though the lamp is actually always on. I would expect the checkbox to be removed for such lamps ...
- Mon Jan 13, 2025 10:41 pm
- Forum: Duplicates
- Topic: [2.0.28] Blueprint preview with specific blueprint appears initially off-center
- Replies: 2
- Views: 493
Re: [2.0.28] Blueprint preview with specific blueprint appears initially off-center
Actually, it looks like it's off-center with almost every blueprint, but with this one it's just quite noticeable.
- Mon Jan 13, 2025 10:14 pm
- Forum: Duplicates
- Topic: [2.0.28] Blueprint preview with specific blueprint appears initially off-center
- Replies: 2
- Views: 493
[2.0.28] Blueprint preview with specific blueprint appears initially off-center
With this particular blueprint, the blueprint preview is off-center until I click on it.
Not that it affects me much but I thought that this was weird so I thought to report it.
kuva.png
0eNrdWF2OozgQvoufYQSGpEOkmWvMw6iFCFTSVoNhbJPZbCsHmHvMyfYkWzYBEmLSkEzvSCvlwQH7q//6Cr ...
Not that it affects me much but I thought that this was weird so I thought to report it.
kuva.png
0eNrdWF2OozgQvoufYQSGpEOkmWvMw6iFCFTSVoNhbJPZbCsHmHvMyfYkWzYBEmLSkEzvSCvlwQH7q//6Cr ...
- Mon Dec 30, 2024 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Avoid spoilers in menu simulations
- Replies: 4
- Views: 740
Avoid spoilers in menu simulations
When I first started up Space Age, the first thing I had to do was to quickly disable the menu simulations because I realized it's just immediately revealing what the new planets were like. I hadn't kept away from reading FFFs just to be spoiled here! I want to find out the planets for myself!
I ...
I ...
- Mon Dec 30, 2024 6:19 pm
- Forum: Duplicates
- Topic: [2.0.28] Quality icon drawn twice on inserter blacklist filter
- Replies: 1
- Views: 240
[2.0.28] Quality icon drawn twice on inserter blacklist filter
If I put an inserter and give it a blacklist filter by quality without specifying item, the quality icon is drawn twice. This does not happen with normal quality.
The inserters in the picture below are all normal quality.
kuva.png
0eNq108tqhEAQBdB/qXUzxEcPKORLQpBWa4Yi/TD9CBHx31MqM5tZaXDXdt ...
The inserters in the picture below are all normal quality.
kuva.png
0eNq108tqhEAQBdB/qXUzxEcPKORLQpBWa4Yi/TD9CBHx31MqM5tZaXDXdt ...
- Thu Dec 05, 2024 2:02 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Able to use quality parameter blueprint to make an assembling machine craft unknown-recipe
- Replies: 2
- Views: 1253
[boskid][2.0.23] Able to use quality parameter blueprint to make an assembling machine craft unknown-recipe
Make sure you have "Show parameters in selection lists" GUI option enabled
Make a blueprint of an assembler with a parameter recipe, with quality (see below for blueprint string for one that uses uncommon quality)
Paste the blueprint, and you can select unknown-recipe from the parameters group ...
- Sun Nov 17, 2024 4:57 pm
- Forum: Duplicates
- Topic: [2.0.19] Underground belt ghost mysteriously disappears when drawing a certain shape
- Replies: 1
- Views: 307
[2.0.19] Underground belt ghost mysteriously disappears when drawing a certain shape
I drew this certain shape with ghosts and after first adding an underground belt, the other end of it suddenly disappeared.
Kind of hard to explain, please see the attached video. I keep shift+left click held for a few tile positions after drawing the undergrounds and one of them disappears. It does ...
Kind of hard to explain, please see the attached video. I keep shift+left click held for a few tile positions after drawing the undergrounds and one of them disappears. It does ...
- Thu Nov 14, 2024 12:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.17] Surface localised_name does not update in remote view until reopen
- Replies: 1
- Views: 1192
[Rseding91] [2.0.17] Surface localised_name does not update in remote view until reopen
If you have the remote view open, and a surface's localised_name changes while it is open, the change does not apply to the list of surfaces until the remote view is reopened.
To reproduce:
Start a new game
Run /c game.create_surface('test')
Open remote view and observe that there is a ...
To reproduce:
Start a new game
Run /c game.create_surface('test')
Open remote view and observe that there is a ...
- Mon Nov 11, 2024 2:53 am
- Forum: Ideas and Suggestions
- Topic: Add lightning collector equipment
- Replies: 5
- Views: 1221
Re: Add lightning collector equipment
I got the mod just about working and posted a first version on the mod portal.
https://mods.factorio.com/mod/lightning ... -equipment
https://mods.factorio.com/mod/lightning ... -equipment
- Sun Nov 10, 2024 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Add lightning collector equipment
- Replies: 5
- Views: 1221
Re: Add lightning collector equipment
I'm working on a mod to implement this.
- Sun Nov 10, 2024 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Add lightning collector equipment
- Replies: 5
- Views: 1221
Add lightning collector equipment
I've got the science packs from Vulcanus and Fulgora and want to start expanding more on Fulgora. I'm mass producing elevated rails and starting to put together a proper rail network. The mech armor lets me just fly over oil and start building.. but I'm still getting struck by lightning.
For me ...
For me ...
- Fri Oct 25, 2024 8:34 am
- Forum: Won't fix.
- Topic: [raiguard] [2.0.10] Alt + Click not registering on Linux
- Replies: 14
- Views: 2188
Re: [2.0.10] Alt + Click not registering on Linux
I use MATE where Alt+mouse move drags the window instead. Perhaps that's absorbing the click event?
- Fri Oct 25, 2024 8:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.10] Programmable speaker alert ignores quality
- Replies: 1
- Views: 1571
[Klonan] [2.0.10] Programmable speaker alert ignores quality
If I put quality on the icon on the alert on a programmable speaker, the actual resulting alert is not rendered with quality, but with a plain icon instead.
0eNqFVGuvojAQ/S/zGQwIvkh2k/0dN4YUGKG5fbBt0WUN/32nVXH1klz9UudxzpnTqVeoxIC94cpBcQVea2Wh ...
0eNqFVGuvojAQ/S/zGQwIvkh2k/0dN4YUGKG5fbBt0WUN/32nVXH1klz9UudxzpnTqVeoxIC94cpBcQVea2Wh ...
- Fri Oct 30, 2020 10:35 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 97243
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
To make it clear that behind the menu is not your factory, every scene has the logos in the exact same position, and the screen has a vignette-like shader on the edges.
Maybe you could also apply a small blur filter to make it better fade into the background. But then the logo would probably also ...
- Tue Feb 26, 2019 7:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Headless Linux server not available
- Replies: 5
- Views: 2338