Search found 34 matches

by Techjar
Sun Nov 02, 2025 12:59 am
Forum: Ideas and Requests For Mods
Topic: No fuel for vehicles
Replies: 1
Views: 248

Re: No fuel for vehicles


In my no fuel (again, no mod, just messed with the base files) save, i don't see any difference from my 300+ save file that has trains with fuel exactly because it's that easy to ensure the train's never run out of fuel. And oil to make rocket fuel is infinite, add uranium that you have to many ...
by Techjar
Sat Nov 01, 2025 1:47 am
Forum: Not a bug
Topic: [2.0.72] Performance issues when mods add many unit prototypes
Replies: 3
Views: 322

Re: [2.0.72] Performance issues when mods add many unit prototypes

Well the fact that there's nearly 3x as many unit entities in total with the mod installed would explain the difference in time usage. It is pretty well established that enemy units eat your UPS for breakfast.
by Techjar
Thu Oct 30, 2025 7:39 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 24
Views: 9762

Re: Version 2.0.72

arku31 wrote: Thu Oct 30, 2025 7:34 pm Hey, the headless version is missing 2.0.72 update. I would appreciate if it will be kept it in sync :)

And thanks again for the game <3

10-30-2025, 20-34-15.png
Seems like the same thing happened with the Space Age download. Something must've gone amiss.
by Techjar
Sun Oct 26, 2025 3:06 pm
Forum: Resolved for the next release
Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
Replies: 6
Views: 811

Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.

robot256 wrote: Sat Oct 25, 2025 6:39 pm Yes it is, and shouldn't affect this bug at all since all the machine connections involved have the same connection category.
Yeah, I just thought it's weird to be using underground connections on an assembler to force direct connection.
by Techjar
Sat Oct 25, 2025 4:21 pm
Forum: Resolved for the next release
Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
Replies: 6
Views: 811

Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.

The bug aside, isn't using a different connection category the correct way to accomplish this? Just like how fusion plasma works in space age. It won't connect with base game pipes, and you simply don't create a pipe entity that does.
by Techjar
Sat Oct 18, 2025 7:07 pm
Forum: Not a bug
Topic: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
Replies: 3
Views: 530

Re: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod

Sounds like an infinite loop in a lua script, which would likely be a bug in the mod and not Factorio itself.
by Techjar
Fri Oct 17, 2025 11:18 am
Forum: Implemented mod requests
Topic: Runtime access to spawner protection flag
Replies: 1
Views: 174

Runtime access to spawner protection flag

Spawners have an internal flag that controls whether it's protected from automated shooting by turrets, but unless I missed something, the only way I've found to set this flag is through a create entity trigger effect. There's no way to read to write the flag on an existing spawner entity. This ...
by Techjar
Tue Oct 14, 2025 8:34 pm
Forum: Bug Reports
Topic: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters
Replies: 2
Views: 283

Re: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters

You have to enable "Show all items in selection lists" in interface settings.
by Techjar
Mon Sep 29, 2025 4:39 am
Forum: Bug Reports
Topic: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles
Replies: 1
Views: 292

Re: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles

The grenades are just that powerful, that they actually burn the water. They are capable of mowing down entire forests after all. :P
by Techjar
Sun Sep 28, 2025 8:52 pm
Forum: Minor issues
Topic: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
Replies: 2
Views: 232

Re: [2.0.66] Seemingly edge case stack overflow in platform tile destruction

Ah I see! I did not realize that effect was coming from a mod, thought it was a vanilla thing removing fully disconnected platform tiles or something. I will investigate which mod is adding that effect and forward the report to that developer to see if/how they want to address it. Thanks!

Oh, one ...
by Techjar
Sun Sep 28, 2025 8:34 pm
Forum: Minor issues
Topic: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
Replies: 2
Views: 232

[2.0.66] Seemingly edge case stack overflow in platform tile destruction

Description
Somehow, under specific circumstances, space platform tiles being destroyed by asteroids can cause a stack overflow. It happened randomly when screwing with a mod that adds ultra powerful thrusters (4 GN), but I don't think the mod is strictly necessary to cause the crash as it occurs ...
by Techjar
Tue Sep 23, 2025 4:50 am
Forum: Not a bug
Topic: [2.0.67] "no-item" item can be placed in Editor inventory
Replies: 3
Views: 459

Re: [2.0.67] "no-item" item can be placed in Editor inventory

This is the case for lots of things. You can actually get virtual signals as inventory items with a bit of trickery! As I understand it's because they're all technically items due to how the game works, just normally there's not a way to obtain them.
by Techjar
Sat Sep 20, 2025 8:41 am
Forum: Desyncs with mods
Topic: [2.0.66] Unidentified modded desync
Replies: 0
Views: 353

[2.0.66] Unidentified modded desync

I know this is a shot in the dark, but I've got a persistent desync issue that keeps happening at random on a multiplayer server, and because of the amount of players and mods we have there's just no way I'm able to get any clue as to what might be causing it. We can go hours without it happening ...
by Techjar
Sat Sep 20, 2025 4:49 am
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 35
Views: 11788

Re: Remember order of shortcut bar when mods are disabled

robot256 wrote: Sat Sep 20, 2025 4:00 am Ref: viewtopic.php?t=101416
Ah! I didn't find this thread, my bad. I did try to search but nothing similar came up. It's not very easy to use. :lol:
by Techjar
Sat Sep 20, 2025 3:54 am
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 35
Views: 11788

Remember order of shortcut bar when mods are disabled

It gets quite annoying having to reorganize my shortcut buttons every time I remove and later re-add some mods. Would be awesome if the game remembered the entries in the player-data.json instead of just clobbering them. I know I can make a backup of the file and restore it, but this is quite ...
by Techjar
Tue Sep 16, 2025 3:45 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
Replies: 1
Views: 1197

[Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water

Description
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
by Techjar
Tue Sep 02, 2025 12:40 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7987

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

Hares wrote: Tue Sep 02, 2025 12:25 pm
raiguard wrote: Mon Sep 01, 2025 2:25 pm This has been reverted for the next version (2.0.66). Thank you for your feedback!
Instead of reverting this, you should have added a checkbox or option in user settings for how smart the smart belt building is.
Seconding this
by Techjar
Wed Jul 30, 2025 5:26 pm
Forum: Releases
Topic: Version 2.0.61
Replies: 11
Views: 15552

Re: Version 2.0.61

Wow! The belt dragging changes are extremely nice, and a massive upgrade to an already great mechanic! :D One little nitpick though is that it doesn't remove underground belts that get placed while dragging.
by Techjar
Sat Jul 12, 2025 2:29 am
Forum: Releases
Topic: Version 2.0.59
Replies: 8
Views: 7616

Re: Version 2.0.59

Optimizations
  • Improved performance when holding blueprints.
Very nice to see! I always found it rather silly that pulling out a particularly large blueprint would destroy the framerate. :lol:
by Techjar
Fri Dec 20, 2024 6:13 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.26] a lot of cargo bays lag the game
Replies: 5
Views: 7050

Re: [2.0.26] a lot of cargo bays lag the game


Thanks for the report. Unfortunately there is nothing that I know of to fix this, the number of slots directly effects the GUI performance and there’s nothing to do about that.


Couldn't you just skip rendering the slots that are outside the visible bounds? Unless I'm misunderstanding the nature ...

Go to advanced search