Search found 576 matches

by Silari
Sun Jun 08, 2025 10:44 pm
Forum: General discussion
Topic: Space Exploration / Space Age connection?
Replies: 13
Views: 2797

Re: Space Exploration / Space Age connection?



So, from what I understand,...
WUBE always wanted to do SA, but didn't have time, and wanted to get 1.0 out. After they release 1.0, Earendel singlehandedly wrote his/her own enormous SE mod, ...


This still sounds a bit off in my opinion: Wube did 1.0 with no intention to have SA already ...
by Silari
Sun Jun 01, 2025 5:18 pm
Forum: Technical Help
Topic: opening zip failed i/o error
Replies: 3
Views: 264

Re: opening zip failed i/o error

Autosaves should be shown in the load menu. You might want to move the corrupt save to another directory, to see if maybe it's preventing Factorio from reading the rest of the files properly.
by Silari
Sat May 31, 2025 5:15 pm
Forum: Technical Help
Topic: game crashes at loading screen with mods
Replies: 2
Views: 243

Re: game crashes at loading screen with mods


Sounds like a problem with one of your mods. You should probably remove them.


Mods shouldn't be causing the game to crash regardless of what they're doing, only causing an error. Something else is going on.

And the first error message shows up after loading core, which is part of the game ...
by Silari
Tue May 27, 2025 2:36 pm
Forum: Modding help
Topic: Fluid Wagons, Curved Rails, and fluid_wagon_connector_alignment_tolerance
Replies: 4
Views: 345

Re: Fluid Wagons, Curved Rails, and fluid_wagon_connector_alignment_tolerance

Shoot, when I redid some of the wording in the post after testing I accidently left out one of the sentences, and said wagon when I meant train.

The WAGON itself seems to need to also be aligned to one of the cardinal directions, otherwise pumps will not connect to it. Tolerance is for if any other ...
by Silari
Tue May 27, 2025 3:29 am
Forum: Modding help
Topic: Fluid Wagons, Curved Rails, and fluid_wagon_connector_alignment_tolerance
Replies: 4
Views: 345

Re: Fluid Wagons, Curved Rails, and fluid_wagon_connector_alignment_tolerance

Far as I'm aware, the rail itself still needs to be aligned to a cardinal direction in order for the pump to properly target the rail, regardless of tolerance. Adjusting the tolerance just means it doesn't matter if any other parts of the wagon train are on a curve.

You'll notice a pump won't show ...
by Silari
Sat May 24, 2025 4:03 am
Forum: Questions, reviews and ratings
Topic: Well this is embarrassing
Replies: 2
Views: 319

Re: Well this is embarrassing

You need to put basic tech cards in the crashed ship part that acts as a lab. You use it long enough to research the ability to make real labs (which are then replaced later too).

There's 4 or so crashed ship bits that act like assemblers, and one that acts as a generator. I'd toss up a screenshot ...
by Silari
Tue May 20, 2025 2:46 am
Forum: Modding help
Topic: Help Porting Mod to 2.0
Replies: 6
Views: 400

Re: Help Porting Mod to 2.0

There is no normal and expensive modes anymore, so the game is ignoring everything in those sections. Instead those properties are just in the root of the recipe.

Its one of the changes mentioned in the thread.
Removed normal and expensive properties from TechnologyPrototype and RecipePrototype.
by Silari
Mon May 19, 2025 12:30 pm
Forum: 1 / 0 magic
Topic: [2.0.47] Computer and Factorio Crashes With Mods Added
Replies: 3
Views: 342

Re: [2.0.47] Computer and Factorio Crashes With Mods Added

If your PC is crashing, you need to check your hardware and drivers to find the problem. The game can't cause that. Likely you've got some failing hardware.
by Silari
Sun May 18, 2025 9:17 pm
Forum: Modding help
Topic: Help Porting Mod to 2.0
Replies: 6
Views: 400

Re: Help Porting Mod to 2.0

You're going to need to go over all the breaking changes mentioned in viewtopic.php?t=70603 and look through the API pages https://lua-api.factorio.com/latest/index-runtime.html as you find issues. Prototypes have their own global object now, they're not under game anymore.
by Silari
Sun May 18, 2025 6:51 pm
Forum: Modding help
Topic: Help Porting Mod to 2.0
Replies: 6
Views: 400

Re: Help Porting Mod to 2.0

Not familiar with metatables myself, but there is no global anymore. It was renamed storage in 2.0, so you'll need to change any references to the new name.
by Silari
Sat May 03, 2025 6:38 pm
Forum: Modding help
Topic: How to do item with more the one fuel category?
Replies: 2
Views: 224

Re: How to do item with more the one fuel category?

Generally you'll want to make those two items in your new category, then add your new category to the buildings that should be able to also burn those things.
by Silari
Tue Apr 29, 2025 10:11 pm
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 15959

Re: Version 2.0.46


Can you ustill drive the old way? The idea of having tte car 'snap' to one of 8 directions doesnt sound appealing to me.


The angle at which it snaps is part of every car prototype (which includes the tank) as rotation_snap_angle. Presumably setting that to 0 will turn it off, though it doesn't ...
by Silari
Tue Apr 15, 2025 6:01 pm
Forum: Ideas and Suggestions
Topic: Hidden hotkey to restart the game, for mod developers
Replies: 9
Views: 659

Re: Hidden hotkey to restart the game, for mod developers


I'm currently developing a mod and I spend an awful lot of time closing Factorio, then tabbing back over to Steam among my million windows and launching the game again. Having a shortcut for this would save me a lot of time overall. Hopefully it would be easy to implement (the game already has ...
by Silari
Mon Apr 14, 2025 8:44 pm
Forum: Modding help
Topic: What makes Foundries able to craft transport belts?
Replies: 4
Views: 334

Re: What makes Foundries able to craft transport belts?

A look through the data.raw dump of prototypes says the transport belt category is 'pressing', not the default one. Pressing is in the list of crafting categories for the foundry.
by Silari
Sat Mar 29, 2025 9:41 pm
Forum: Modding help
Topic: Finding technology effects names
Replies: 2
Views: 201

Re: Finding technology effects names

For things like that you want the API docs - there's a link on the top of the page. Modifiers have their own page where they're listed an explained: https://lua-api.factorio.com/latest/types/Modifier.html
by Silari
Fri Mar 28, 2025 12:57 pm
Forum: Modding help
Topic: Help finding cargo pod graphic
Replies: 1
Views: 133

Re: Help finding cargo pod graphic

You can find most of the actual graphics for the cargo pod in Factorio\data\base\graphics\entity\cargo-pod but not sure the exact image they use in achievements will be pulled from there - most likely they just rendered something new for it.
by Silari
Thu Mar 27, 2025 9:03 pm
Forum: Technical Help
Topic: [2.0.42] Game crashes randomly
Replies: 4
Views: 367

Re: [2.0.42] Game crashes randomly

You could try updating your GPU driver or lowering your graphics settings - all of the logs point to issues in the graphics, either with a sprite or rendering.

Most likely though is a failing card.
by Silari
Thu Mar 27, 2025 5:10 pm
Forum: Gameplay Help
Topic: Do you plan the whole factory from the start?
Replies: 12
Views: 871

Re: Do you plan the whole factory from the start?

Rarely actually plan anything in my base, just build things as I need them where there's room, and try to leave extra space around things to rebuild stuff if its needed later. Sometimes, its almost enough extra space.

If you're doing a main bus, it's not too hard to add a station to sideload ...
by Silari
Thu Mar 27, 2025 4:49 pm
Forum: Gameplay Help
Topic: Other Player's Blueprints? Memory Usage
Replies: 2
Views: 317

Re: Other Player's Blueprints? Memory Usage

There's a command for that listed on the wiki:

Code: Select all

/delete-blueprint-library <player>
Deletes the blueprint library storage for the given offline player from the save file. Enter “everybody confirm” to delete the storage of all offline players.
by Silari
Thu Mar 27, 2025 4:34 pm
Forum: Questions, reviews and ratings
Topic: k2 and se in sa
Replies: 10
Views: 5616

Re: k2 and se in sa


It seems like everyone who writes here has no idea about these mods and who are their authors.

Krastorio 2 created raiguard who is an employee of WUBE
Space Exploration created by Earendel who is WUBE's employee as well

They have no plans to port these mods to Factorio 2, because it will hurt ...

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