Search found 627 matches

by Xorimuth
Sun Jul 23, 2023 9:06 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Pumpjacks have ā€œworkingā€ status when full
Replies: 4
Views: 1638

Re: [1.1.88] Pumpjacks have ā€œworkingā€ status when full

From the pump logic itā€™s all the same. Mining drills wait for the output before continuing because they deplete the source. Pump jacks do not and so are always working at full speed. If they canā€™t store the results it just destroys it and tries again next tick. But an oil wellā€™s yield decreases as ...
by Xorimuth
Sun Jul 23, 2023 6:28 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Pumpjacks have ā€œworkingā€ status when full
Replies: 4
Views: 1638

[1.1.88] Pumpjacks have ā€œworkingā€ status when full

When Pumpjacks have filled their internal fluid buffer, they keep the ā€œWorkingā€ status, whereas normal drills go to ā€œWaiting for space in destinationā€. This is relevant to me because Iā€™m trying to script some effects on the Cargo Ships oil rig when it is running, but it seems impossible to distingui...
by Xorimuth
Fri Jul 21, 2023 2:08 pm
Forum: Technical Help
Topic: [1.1.87] Factorio Sometimes Thinks I'm Pressing CTRL When I'm Not
Replies: 4
Views: 627

Re: [1.1.87] Factorio Sometimes Thinks I'm Pressing CTRL When I'm Not

Iā€™ve had this happen several times recently on macOS, possibly with other modifiers though. Usually pressing the modifier clears it again. It might trigger when swiping to another window whilst the modifier is active - I havenā€™t properly tested it though.
by Xorimuth
Tue Jul 18, 2023 2:27 am
Forum: General discussion
Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
Replies: 130
Views: 30366

Re: Expansion hype thread - Any updates on when/if there will be an expansion?

i think multiple overhaul mods have been released since then, by smaller teams, with smaller budgets. And with way, way less polish and balance and optimization. but as someone said earlier, "we don't know what's being made" lol Indeed, so maybe hold off on comparing things that you donā€™t...
by Xorimuth
Tue Jul 18, 2023 12:20 am
Forum: Outdated/Not implemented
Topic: Infinity Cargo Wagon and Infinity Fluid Wagon
Replies: 6
Views: 1277

Re: Infinity Cargo Wagon and Infinity Fluid Wagon

The Editor Extensions mod has infinity cargo wagons FYI. Not sure about infinity fluid wagons.
by Xorimuth
Fri Jul 14, 2023 10:22 am
Forum: General discussion
Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
Replies: 130
Views: 30366

Re: Expansion hype thread - Any updates on when/if there will be an expansion?

yep, lol pretty weird. i'm not even the only one who has lost interest, came back to see whether there's any news about this expansion and i can't believe it's been TWO AND A HALF YEARS since the announcement. good stuff LMFAO i think multiple overhaul mods have been released since then, by smaller...
by Xorimuth
Fri Jul 14, 2023 10:11 am
Forum: Modding help
Topic: How to use .Insert if I already know the Unit_Number of the chest?
Replies: 10
Views: 1041

Re: How to use .Insert if I already know the Unit_Number of the chest?

Thanks, this is why I see mods using find_entity every time they want to reference that entity. Using find_entity, find_entities, and find_entities_filtered every time you want to reference an entity is bad practice: If you only have a unit_number, you don't know anything about the entity. However,...
by Xorimuth
Fri Jul 14, 2023 10:10 am
Forum: Releases
Topic: Version 1.1.87
Replies: 10
Views: 15159

Re: Version 1.1.87

Pi-C wrote: ā†‘
Fri Jul 14, 2023 7:26 am
Twinsen wrote: ā†‘
Thu Jul 13, 2023 12:40 pm
This release was just marked as stable ā€¦
Really? The wiki still shows it as experimental:
Screenshot_at_2023-07-14 09-21-59.png
Trust factorio.com, not the wiki which must be manually updated (presumably)
by Xorimuth
Thu Jul 06, 2023 1:29 am
Forum: Duplicates
Topic: [1.1.86] Crash when rocket silo has fluid recipe with no fluid boxes
Replies: 1
Views: 473

[1.1.86] Crash when rocket silo has fluid recipe with no fluid boxes

Adding the following code will cause a crash when you hold a rocket silo in your cursor. data.raw.recipe["rocket-part"].ingredients = { {"rocket-control-unit", 10}, {"low-density-structure", 10}, {type = "fluid", name = "steam", amount = 100}, } Can ...
by Xorimuth
Sun Jul 02, 2023 5:22 pm
Forum: Modding interface requests
Topic: Prevent shift-left-click on power poles from removing cross-surface wire connections
Replies: 1
Views: 301

Re: Prevent shift-left-click on power poles from removing cross-surface wire connections

Yeah, a on-wire-connected and on-wire-disconnected would obviously be ideal, but that suggestion has been rejected many times.

In lieu of that, definitely a +1 to this suggestion.
by Xorimuth
Fri Jun 30, 2023 10:51 pm
Forum: Questions, reviews and ratings
Topic: What mods would work best in a "Skyblock" setting?
Replies: 2
Views: 816

Re: What mods would work best in a "Skyblock" setting?

Spaceblock and Seatorio are also mods in this theme.
by Xorimuth
Tue Jun 20, 2023 12:36 pm
Forum: Ideas and Suggestions
Topic: Save file organization
Replies: 5
Views: 762

Re: Save file organization

You can create folders for saves yourself outside of the game, and then when ingame they work correctly. Thereā€™s just no way to create the folders ingame.
by Xorimuth
Mon Jun 19, 2023 9:16 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.80] Mod updates even though base version is incompatible
Replies: 3
Views: 1526

Re: [1.1.80] Mod updates even though base version is incompatible

Genhis wrote: ā†‘
Mon Jun 19, 2023 8:32 am
Related / possible duplicate: 106289
Yep, although in my case it seemingly occurs through the update tab, not through syncing.
by Xorimuth
Sun Jun 18, 2023 11:37 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.80] Mod updates even though base version is incompatible
Replies: 3
Views: 1526

[raiguard][1.1.80] Mod updates even though base version is incompatible

I know there's been various reports similar to this in the past, but there still seems to be a problem with it (or perhaps it is a recently added bug...) I've had 2 people report that they managed to update Spidertron Patrols to an incompatible version through the ingame mod manager. v2.4.5 requires...
by Xorimuth
Sun Jun 18, 2023 8:24 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.83] Changed 'Craft' keybind is also used in assembly machines
Replies: 6
Views: 2114

Re: [1.1.83] Changed 'Craft' keybind is also used in assembly machines

This seems to be at least an undocumented change: Until recently (I think 1.1.82) you could change the 'Craft' keybind which does not affected the selection in assembler machines. This is some kind of unfortunate for me as I has emptied the keybind to prevent myself from accidently crafting things ...
by Xorimuth
Fri Jun 16, 2023 6:08 pm
Forum: Releases
Topic: Version 1.1.83
Replies: 22
Views: 26605

Re: Version 1.1.83

So when I go into controller configuration under settings, it seems that Factorio is auto-detecting my Stream Deck as an Xbox. If I manually switch to Steam Deck icons, the controls reflect buttons mapped to the back buttons, but in actual gameplay the back buttons do not appear to respond when pre...
by Xorimuth
Tue May 30, 2023 2:10 am
Forum: General discussion
Topic: Industrial Revolution 3 YouTube Content
Replies: 5
Views: 1642

Re: Industrial Revolution 3 YouTube Content

yes and i understand that. but i wanted to make a video on the game with money. would there be any way of contacting him to discuss details about potential revenue share? There isn't a contact for him, and that's by design. He doesn't appear to be interested in the money for himself either, so I do...
by Xorimuth
Fri May 26, 2023 12:28 am
Forum: Releases
Topic: Version 1.1.82
Replies: 8
Views: 10408

Re: Version 1.1.82

I noticed that after this update, when new research is completed, when I look at my inventory, there is no indicator of a newly researched item. If it is relevant, I am currently doing a full-mod Py game, but I assume the code is the same no matter if mods are used or not. Have you changed the &quo...

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