Search found 14 matches
- Fri Nov 22, 2024 12:15 am
- Forum: Duplicates
- Topic: Creating a surface without a player leads to weird map generation
- Replies: 1
- Views: 350
Re: Creating a surface without a player leads to weird map generation
I'm going to just assume that this is the same as 121029, especially since I didn't supply a save file showing this inconsistency and can't really check if it was fixed. If I find this is still present when I visit Aquilo, I'll file a new bug.
- Wed Nov 13, 2024 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.16] crash when loading editor extensions save (this->canTrashNotRequested() was not true)
- Replies: 3
- Views: 2109
Re: [2.0.16] crash when loading editor extensions save (this->canTrashNotRequested() was not true)
Can confirm this still happens on 2.0.17.
- Fri Nov 08, 2024 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.16] crash when loading editor extensions save (this->canTrashNotRequested() was not true)
- Replies: 3
- Views: 2109
[boskid][2.0.16] crash when loading editor extensions save (this->canTrashNotRequested() was not true)
Attached log and save file. This is just a testing world I've been using to make blueprints for Space Age, and it appears to have crashed when loading the save, and starting a new scenario seems fine.
- Thu Nov 07, 2024 1:05 am
- Forum: Minor issues
- Topic: "Pollution absorption" for Gleba tiles should be called "spore absorption"
- Replies: 0
- Views: 4694
"Pollution absorption" for Gleba tiles should be called "spore absorption"
It took me a while to wrap my head around how "pollution" on Gleba works, and this didn't help. While the "pollution" overlay is changed to "spores" on the map, the Factoriopedia still refers to "pollution absorption" for tiles when it's really spore absorption.
Here's just one example:
11-06 ...
Here's just one example:
11-06 ...
- Sun Nov 03, 2024 12:28 am
- Forum: Duplicates
- Topic: Creating a surface without a player leads to weird map generation
- Replies: 1
- Views: 350
Creating a surface without a player leads to weird map generation
When a space platform first arrives in orbit over a planet, the planet is added to the list on the surface view, but the map is entirely black, indicating that it's not been seen. Normally, you just send a player to the planet first in this case, and you can see the planet that way, and it's fine ...
- Fri Nov 01, 2024 10:51 pm
- Forum: Not a bug
- Topic: Logistic networks lose names when power goes out
- Replies: 1
- Views: 196
Logistic networks lose names when power goes out
I assume that this is because the roboports become disconnected, and thus are treated as a new network.
- Fri Oct 25, 2024 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Robot requests should be accessible via circuit conditions
- Replies: 0
- Views: 243
Robot requests should be accessible via circuit conditions
As of 2.0, all requests are available via circuit conditions… except for roboports. While you can get the logistic requests for the entire network from a single roboport, it would be useful to be able to read the robot requests directly from a single roboport, so you can e.g. insert them directly ...
- Sun Nov 15, 2020 3:51 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1230836
Re: [1.0] Sea Block Pack 0.4.10
I'm running into a different error in the sea block mod itself. I tried disabling all mods then enabling just sea block, and it appears that the mod itself is trying to index a nil field when it loads. 
The dependency loop issue doesn't seem to be there at least.

The dependency loop issue doesn't seem to be there at least.
- Sun Nov 10, 2019 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Logistics chest filter alt-mode visibility
- Replies: 5
- Views: 2871
Re: Logistics chest filter alt-mode visibility
Want to bump this and point out that I also would love this. Basically, my ideal scenario would be an option to make logistics chests always show their filter first on the list of contents, even if they don't contain any of the filtered item.
- Sun Nov 10, 2019 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Use 64-bit integers for signals
- Replies: 20
- Views: 9480
Re: Use 64-bit integers for signals
Factorio has dropped support for 32-bit systems with 0.14/0.15 :
https://factorio.com/blog/post/fff-158
OP is clearly talking about switching from uint32 to uint64 integer variables in terms of signal value storage, not about memory adressing and hardware architecture issues. I mean, you ...
- Sun Oct 20, 2019 3:32 am
- Forum: Ideas and Suggestions
- Topic: Use 64-bit integers for signals
- Replies: 20
- Views: 9480
Use 64-bit integers for signals
Right now, the circuit network uses 32-bit integers for signals. If you're counting items, this is more than plenty, but the limit of ~4 billion can be a bit limiting when measuring other values, e.g. energy.
Right now, I'd like to be able to set a circuit signal to measure energy in J, but because ...
Right now, I'd like to be able to set a circuit signal to measure energy in J, but because ...
- Sun Oct 06, 2019 9:12 pm
- Forum: Won't fix.
- Topic: [posila] [0.17.69] Graphical glitch between poles and artillery cannons
- Replies: 1
- Views: 1452
[posila] [0.17.69] Graphical glitch between poles and artillery cannons
See attached image; top layer of cannon is drawn over pole.
Edit: image failed to upload, so, here.
Edit: image failed to upload, so, here.

- Sat Apr 13, 2019 5:14 am
- Forum: Ideas and Suggestions
- Topic: Missing combinations for logistics chests
- Replies: 1
- Views: 1170
Missing combinations for logistics chests
I realised that the logistic chests form a sort of table, and not every cell in the table is filled in.
Essentially, chests are set up so that chests can be both filled and emptied, either passively or actively. This essentially gives us 9 options for logistics chests:
1. Actively fill, actively ...
Essentially, chests are set up so that chests can be both filled and emptied, either passively or actively. This essentially gives us 9 options for logistics chests:
1. Actively fill, actively ...
- Mon Mar 25, 2019 6:09 am
- Forum: Ideas and Suggestions
- Topic: Fixing chest flickering in alt mode
- Replies: 0
- Views: 727
Fixing chest flickering in alt mode
Right now if you have items going both in and out of a chest as a buffer (either via inserted or a loader mod) the image of the chest contents in alt mode will flicker, sometimes several times a second.
This is super off-putting and it would likely make sense to only update the image every few ...
This is super off-putting and it would likely make sense to only update the image every few ...