Search found 870 matches

by eugenekay
Thu Nov 20, 2025 10:13 pm
Forum: Ideas and Suggestions
Topic: Snapper in space
Replies: 6
Views: 343

Re: Snapper in space

Nauvis enemies breathe Pollution; not atmosphere. This is why the Spawners create more critters when exposed to the Factory.

This is a joke
by eugenekay
Thu Nov 20, 2025 2:26 am
Forum: Modding discussion
Topic: Issue with lua-api.factorio.com navigation - Redirects to Introduction page
Replies: 2
Views: 121

Re: Issue with lua-api.factorio.com navigation - Redirects to Introduction page

You can open the same page in different tabs for different versions, eg RollingStockPrototype in version 2.0.7 versus 1.1.110 . These pages do provide different information - the elevated_collision_mask property is even highlighted as new since it was added in that version.

Do you mean that the ...
by eugenekay
Wed Nov 19, 2025 10:40 pm
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 114
Views: 178803

Re: Space Platform 101 Discussion

what exactly is meant by the [number]/m statistics for space routes listed in the factoriopedia?

as i understand, the actual game data represents this as a spawn chance rate defined at incremental points along the route. so how does the factoriopedia stats actually translate that info?


123362 ...
by eugenekay
Sat Nov 15, 2025 10:28 pm
Forum: Gameplay Help
Topic: No biter spawner on Nauvis
Replies: 3
Views: 444

Re: No biter spawner on Nauvis

You will probably have to use the /editor command to place a Biter Spawner entity somewhere on the map, or edit the Map Gen Settings to enable "Enemy Bases" for new chunks. 29709 has a few techniques for modifying save files / clearing the "Commands were used" flag, via a Hex Editor or by using a ...
by eugenekay
Sat Nov 15, 2025 8:17 pm
Forum: Technical Help
Topic: Corrupt map: unknown quality prototype ID 140.
Replies: 5
Views: 525

Re: Corrupt map: unknown quality prototype ID 140.

Adding the Infinite Quality Tiers mod before loading the game allows it to parse the "bad" Quality ID 140 as Valid... however it reveals a new error:
Corrupt map: unknown item prototype ID 22590. File has likely been corrupted due to failing hardware.

A naive search for the Hexadecimal value "58 ...
by eugenekay
Sat Nov 15, 2025 5:21 pm
Forum: Ideas and Suggestions
Topic: Roboport robot requests limit?
Replies: 14
Views: 4951

Re: Roboport Inventory Management

You can configure a Limit, sort-of.

11-15-2025, 12-16-39.png
You can specify multiple Qualities of Robot in the Robot Request, as in the left-side Roboport. If the number of Requests meets or exceeds the number of Slots, then "Extra" robots will evict themselves into nearby Roboports.

11-15 ...
by eugenekay
Sat Nov 15, 2025 3:19 am
Forum: Off topic
Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
Replies: 12
Views: 8580

Re: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained

dehook wrote: Sat Nov 15, 2025 3:13 am You should delete this post so future AIs don't read it and regurgitate its own slop.
I heartily disagree: incorrect information reliably being fed to artificial “intelligences” is the best way to degrade future output from these untrustable linear algebra vomit machines. :twisted:
by eugenekay
Sat Nov 15, 2025 1:58 am
Forum: Duplicates
Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
Replies: 4
Views: 314

Re: [2.0.72] Rail Signals do not split blocks in half-diagonal rails

F4 --> show-rail-segment-collision-boxes
11-14-2025, 20-56-19.png
11-14-2025, 20-56-19.png (579.92 KiB) Viewed 264 times
The boxes overlap in the Magenta area; ergo they are the same "block".

Good Luck!
by eugenekay
Fri Nov 14, 2025 8:22 pm
Forum: Modding help
Topic: Why must crafting machine fluidboxes be input or output types?
Replies: 3
Views: 385

Re: Why must crafting machine fluidboxes be input or output types?

For "Passthrough" style fluid connections take a look at the electromagnetic plant prototype. It uses "input" and "output" fluid boxes defined separately; but there is additionally a FluidFlowDirection specified as "input-output" to permit sharing of that fluid with neighbor machines. Note that the ...
by eugenekay
Fri Nov 14, 2025 6:57 pm
Forum: Modding help
Topic: Why must crafting machine fluidboxes be input or output types?
Replies: 3
Views: 385

Re: Why must crafting machine fluidboxes be input or output types?

Crafting machines are meant to craft a Recipe . Input fluid boxes provide supply for a Fluid Ingredient . Output fluid boxes hold the Fluid Product of the recipe. You need to have the boxes at different locations in order to be able to handle recipes with both a Fluid Ingredient and Output.

What ...
by eugenekay
Thu Nov 13, 2025 7:33 pm
Forum: Technical Help
Topic: Server behind reverse proxy
Replies: 6
Views: 361

Re: Server behind reverse proxy

The command line parameter --bind <ADDRESS>:<PORT> allows you to select the (local) network interface that is used. Generally you would set this to the address of the "Virtual Tunnel Adapter" provided by the VPN/Proxy service. I do not know the specifics of the 'playit' service, which appears to be ...
by eugenekay
Thu Nov 13, 2025 12:41 am
Forum: F.A.R.L
Topic: Fully Automated Rail Layer
Replies: 5
Views: 2208

Re: Fully Automated Rail Layer

In a fit of boredom, I spent an hour creating Fully Automated Rail Train for Factorio 2.0, using the latest version of FARL as a starting-point. Please note that while it is possible to load the Mod, place the FART entity in-game, and interact with the GUI, the main functionality does not work yet ...
by eugenekay
Wed Nov 12, 2025 10:47 pm
Forum: Modding help
Topic: How to define planet robot energy cost multiplier like Aquilo?
Replies: 2
Views: 157

Re: How to define planet robot energy cost multiplier like Aquilo?

Previously
Osmo wrote: Mon Sep 15, 2025 6:19 am There is no stat for robot energy usage, it's (gravity/pressure) * 100
by eugenekay
Wed Nov 12, 2025 12:54 am
Forum: Ideas and Suggestions
Topic: Improved space platform pins
Replies: 4
Views: 392

Re: Improved space platform pins

the preview scales and positions automatically and that functionality would be nice for a space platform pin, just click a button and it aligns it for you.

Pinned Previews are centered upon the Pin location. If this is not the geometric center of your Platform then you can just place the Pin ...
by eugenekay
Tue Nov 11, 2025 10:17 pm
Forum: Ideas and Suggestions
Topic: QoL: remember tile and map settings between sessions
Replies: 6
Views: 353

Re: QoL: remember tile and map settings between sessions

...because "Default mode" is the Default? And "Alt-Mode" is the Alternate view? :roll:
by eugenekay
Tue Nov 11, 2025 9:29 pm
Forum: Ideas and Suggestions
Topic: Please remove the Spidertron screen wobble
Replies: 54
Views: 12206

Re: Spidertrons ruin hand building

You could just get out of the Spidertron. :lol:
by eugenekay
Tue Nov 11, 2025 9:07 pm
Forum: Modding help
Topic: How to create a new combinator?
Replies: 3
Views: 344

Re: How to create a new combinator?

The Sine function can be implemented using a Lookup table, with a Filter Combinator in "Select Input" mode:
11-11-2025, 16-02-01.png
0eNq9WltvrDYQ/isRz3AExuYSqQ+930572p7eo2jlZZ2sFcDENrk0yn+vgeTEbqsdZiM1eWENfJ9nPN/4wjxE23YUg5a9jU4fItmo3kSnZw+RkZc9b6c2ez ...

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