Search found 627 matches
- Sun Jul 23, 2023 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Pumpjacks have āworkingā status when full
- Replies: 4
- Views: 1638
Re: [1.1.88] Pumpjacks have āworkingā status when full
From the pump logic itās 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 canāt store the results it just destroys it and tries again next tick. But an oil wellās yield decreases as ...
- Sun Jul 23, 2023 6:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.88] Pumpjacks have āworkingā status when full
- Replies: 4
- Views: 1638
[1.1.88] Pumpjacks have āworkingā status when full
When Pumpjacks have filled their internal fluid buffer, they keep the āWorkingā status, whereas normal drills go to āWaiting for space in destinationā. This is relevant to me because Iām trying to script some effects on the Cargo Ships oil rig when it is running, but it seems impossible to distingui...
- 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
Iāve 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 havenāt properly tested it though.
- 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 donāt...
- 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- Forum: Outdated/Not implemented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.
- 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...
- 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,...
- Fri Jul 14, 2023 10:10 am
- Forum: Releases
- Topic: Version 1.1.87
- Replies: 10
- Views: 15159
- 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 ...
- Wed Jul 05, 2023 9:23 am
- Forum: Not a bug
- Topic: Shift Right Click + Shift Left Click does not work on the map mode
- Replies: 2
- Views: 599
Re: Shift Right Click + Shift Left Click does not work on the map mode
You can install Remote Configuration to get this functionality in map view.
- 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.
In lieu of that, definitely a +1 to this suggestion.
- 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.
- 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. Thereās just no way to create the folders ingame.
- 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
- 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...
- 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 ...
- 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...
- Sat Jun 03, 2023 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Robot request for modules in Beacon
- Replies: 2
- Views: 658
- 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...
- 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...