Search found 576 matches
- 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 ...
- 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.
- 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 ...
- 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 ...
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 ...
- 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 ...
You'll notice a pump won't show ...
- 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 ...
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 ...
- 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.
Its one of the changes mentioned in the thread.
Removed normal and expensive properties from TechnologyPrototype and RecipePrototype.
- 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.
- 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.
- 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.
- 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.
- 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 ...
- 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 ...
- 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.
- 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
- 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.
- 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.
Most likely though is a failing card.
- 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 ...
If you're doing a main bus, it's not too hard to add a station to sideload ...
- 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.
- 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 ...