Search found 1330 matches
- Sun Jul 02, 2023 2:09 pm
- Forum: Technical Help
- Topic: Built computer with highest CPU cache available and game still stutters
- Replies: 17
- Views: 3751
Re: Built computer with highest CPU cache available and game still stutters
I think the grid nature of your base, and especially the roundabout intersections, is exacerbating the problem significantly. You've built a pathological case for the pathfinder.
- Sat Jul 01, 2023 3:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)
- Replies: 2
- Views: 1194
Re: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)
Can you give some entity definitions for the things in question? Or perhaps a proof of concept mod and save game that's one step away from the crash?
- Sat Jun 24, 2023 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Search/filter on mod settings dialog changes tab unnecessarily
- Replies: 1
- Views: 447
Search/filter on mod settings dialog changes tab unnecessarily
0. Install a few mods 1. Open mod settings dialog 2. Change to the Player tab 3. Click the magnifying glass or press ctrl+f 4. Type "e" The Startup tab will be selected, even though there are matching settings on the Player tab. This behavior might make sense when there are not any more ma...
- Fri Jun 23, 2023 10:09 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint settings limiting rotation/flipping
- Replies: 1
- Views: 570
Blueprint settings limiting rotation/flipping
TL;DR Add an option to blueprints so they will rotate 4 ways, 2 ways, or not at all. Ditto for flipping, similar to how some blueprints already cannot be flipped due to entities like train stops. What ? When editing a blueprint, near the grid options there would be one additional three-value option...
- Fri Jun 23, 2023 2:12 am
- Forum: Ideas and Suggestions
- Topic: [Linux] Comply with the XDG directory standard
- Replies: 19
- Views: 7456
Re: [Linux] Comply with the XDG directory standard
Following up to mention that the wiki docs at https://wiki.factorio.com/Application_directory are in pretty awful shape.
- Wed Mar 01, 2023 3:05 pm
- Forum: Not a bug
- Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
- Replies: 2
- Views: 1354
Re: [1.1.53] Off-center collision box allows rotation into colliding orientation
Can we get that expectation/constraint mentioned in the prototype docs?
- Sun Jan 22, 2023 6:45 am
- Forum: Ideas and Suggestions
- Topic: Automatically split rail blocks when rails are too close together to insert signals
- Replies: 8
- Views: 1366
Automatically split rail blocks when rails are too close together to insert signals
In a reddit thread about using a simple circuit to create priority merges, the topic shifted to dense rail layouts, particularly where crossing rails are too close together to insert a signal. Someone pointed out that the game Sweet Transit has a novel solution to this. Their rail network implementa...
- Mon Jan 02, 2023 9:32 am
- Forum: Modding interface requests
- Topic: Mining drill real output slot
- Replies: 6
- Views: 1683
Re: Mining drill real output slot
I've fixed the drill so it won't delete the last item it is trying to output if mined before it happens (for the next release). Other changes can also be done but that is the root issue that I'm seeing. That might help with robot256' use case, but it doesn't address mine. I need to detect the ore s...
- Wed Nov 30, 2022 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Fast entity transfer/split also works for items linked on toolbar
- Replies: 7
- Views: 1569
Re: Fast entity transfer/split also works for items linked on toolbar
I have wanted this behavior in the past.
I also want "Q" when hovering the hotbar to put the item on the cursor.
I also want "Q" when hovering the hotbar to put the item on the cursor.
- Wed Nov 30, 2022 3:01 pm
- Forum: Gameplay Help
- Topic: Occasionally not detecting full fluid wagon
- Replies: 10
- Views: 1664
Re: Occasionally not detecting full fluid wagon
If there's any fluid at all in the storage tank, which the alt mode icon suggests there is, then the pump should be able to put the last unit(s) of fluid into the fluid wagon. If you have a save showing this situation, I recommend posting it as a bug report.
- Tue Oct 18, 2022 4:19 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 158114
Re: 3 and 4 way intersections
4lane BufferedSuperCompact
For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
- Fri Oct 14, 2022 4:57 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 158114
Re: 3 and 4 way intersections
it doesn't fit the forum as all intersections on here allow every lane to go in every direction. I, too, was shocked to discover that this is not true. It comes up occasionally on Discord. Apparently a lot of folks have been contributing intersections without that trait for a while now, and the yea...
- Wed Sep 07, 2022 4:19 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1156
Re: Allow settings that present multiple input fields based on prototypes and other data
The part that would be truly confusing to users is caused by allowing those settings to be used in earlier data stages after a restart. What if data.lua makes steel chest with 48 slots and settings-dynamic adds a setting claiming steel chest has 100 slots? It's hard to know how to respond when you'...
- Tue Sep 06, 2022 8:37 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1156
Re: Allow settings that present multiple input fields based on prototypes and other data
It sounds like you simply want one int setting for every (not blacklisted) container. You can simply do that with a loop. No, you can't. You don't have access to data (where the container list exists) during the settings stage, and you can't create settings during the data stage. Making it possible...
- Tue Sep 06, 2022 7:47 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1156
Allow settings that present multiple input fields based on prototypes and other data
About once a week I see someone on the Discord in #mod-making asking how to make a dynamic group of settings based on some game data, such as one setting for each turret or tile. Sadly we have to shoot them down every time, and a few folks end up implementing something like a string setting with a d...
- Mon Sep 05, 2022 2:59 pm
- Forum: Won't fix.
- Topic: [1.1.68] Unknown item sprite displays poorly in alt mode
- Replies: 1
- Views: 978
[1.1.68] Unknown item sprite displays poorly in alt mode
The sprite for unknown-item is a black question mark. This looks fine in the GUI where it will be backed by a crisp grey square. It looks terrible in Alt mode where it will appear on top of an entity with a black gradient surrounding it. A white outline is one potential way to resolve this.
- Mon Sep 05, 2022 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Draw rail blocks and power/circuit wires on top of debug tile grid
- Replies: 4
- Views: 885
Draw rail blocks and power/circuit wires on top of debug tile grid
I often enable the debug tile grid when developing blueprints. A minor annoyance which occasionally leads to mistakes is that both the colored lines for rail blocks and the red/gold/green lines for power and circuit wires can be completely hidden by the grid when they line up, which is often the cas...
- Sun Sep 04, 2022 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.63] Duplicate loader item in data
- Replies: 1
- Views: 761
- Wed Aug 31, 2022 4:12 pm
- Forum: Fixed for 2.0
- Topic: [1.1.68] Current signal not preserved in some signal selection dialogs
- Replies: 1
- Views: 1120
[1.1.68] Current signal not preserved in some signal selection dialogs
When selecting a signal, such as for a filter or combinator, the currently/previously/already selected signal should be highlighted, and pressing E or clicking Set should preserve that selection. This is the case in approximately half of places, and I refer to it below as "works". In the o...
- Mon Aug 29, 2022 7:13 pm
- Forum: Modding interface requests
- Topic: Mod flag to trigger mod sync dialog on load of save without the mod
- Replies: 0
- Views: 463
Mod flag to trigger mod sync dialog on load of save without the mod
If I try to load a save that used a mod that I don't have loaded, I'll get prompted to sync mods. That sync dialog will also include disabling mods I have loaded that weren't loaded when the save was created. However, if I have some new mods loaded and load a save without them, that goes through sil...