Might be useful if you give your save file too. And the log file of your friend too. Would be interesting if you are on Windows and your friend on Switch for example.
Maybe someone who knows the game better can try reproduce this behaviour
Search found 323 matches
- Sun May 12, 2024 7:51 pm
- Forum: Bug Reports
- Topic: [1.1.107] Desync during map load
- Replies: 3
- Views: 206
- Sun May 12, 2024 7:48 pm
- Forum: Bug Reports
- Topic: [1.1.107] Desync during map load
- Replies: 3
- Views: 206
Re: [1.1.107] Desync during map load
Here is the output from the desync report analyzer . Interesting that it desyncs, it shouldn't be possible without mods. python3 -m hornwitser.factorio_tools desync desync-report-2024-04-24_01-00-48 level-heuristic differs ----------------------- replace ref[742:743] -> des[742:743] <player name=dat...
- Tue May 07, 2024 9:12 am
- Forum: Ideas and Suggestions
- Topic: Beacon Transmission Frequency Bands (Inspired by IRL Radio)
- Replies: 2
- Views: 186
Re: Beacon Transmission Frequency Bands (Inspired by IRL Radio)
Pyanodans actually something like this. It's something like you can set the AM and FM frequencies seperately that some paramters of the beacon.
- Mon Apr 29, 2024 12:21 pm
- Forum: Implemented in 2.0
- Topic: Make loaders controllable by circuit network
- Replies: 2
- Views: 249
Re: Make loaders controllable by circuit network
Epic! Will definitely be using this feature, thanks!
- Thu Apr 25, 2024 7:20 pm
- Forum: Mod portal Discussion
- Topic: New Dependencies Page
- Replies: 7
- Views: 1955
Re: New Dependencies Page
Epic! Thanks for adding this
One small thing, I don't think the numbers should show in the tab heading. That space should be reserved for notifications IMO.
Otherwise, it has even more functionality that I hoped for! You're the best
One small thing, I don't think the numbers should show in the tab heading. That space should be reserved for notifications IMO.
Otherwise, it has even more functionality that I hoped for! You're the best
- Wed Apr 24, 2024 7:28 am
- Forum: Gameplay Help
- Topic: Space exploration, what is needed?
- Replies: 3
- Views: 324
Re: Space exploration, what is needed?
Easiest might be to install the official mod pack , but just installing the Space Exploration mod itself is also perfectly fine. As far as I know, the part of going into space is quite late in the game It's earlier than that, I think it's now after blue science that you can go to space using a Cargo...
- Sun Apr 21, 2024 7:26 am
- Forum: Documentation Improvement Requests
- Topic: LuaSurface points to a surface at index, and not to unique surface
- Replies: 3
- Views: 254
Re: LuaSurface points to a surface at index, and not to unique surface
Great! That would definitely make it easier to work with.
Does this mean indexes will always be unique too, like unit numbers? Or will they still be re-used? It would be nice if they were unique to use as an identifier. Can't use the surface name because that can change.
Does this mean indexes will always be unique too, like unit numbers? Or will they still be re-used? It would be nice if they were unique to use as an identifier. Can't use the surface name because that can change.
- Sat Apr 20, 2024 7:34 pm
- Forum: Documentation Improvement Requests
- Topic: LuaSurface points to a surface at index, and not to unique surface
- Replies: 3
- Views: 254
LuaSurface points to a surface at index, and not to unique surface
What A variable holding a LuaSurface does not point to that unique created surface, but instead seems to point to whichever surface has that specific index. For example if a the variable's surface is destroyed, and a new different surface created later, it might have the same index. And in that cas...
- Tue Apr 16, 2024 11:05 am
- Forum: Questions, reviews and ratings
- Topic: SE: Current Zone
- Replies: 1
- Views: 184
Re: SE: Current Zone
You can try this mod, which looking at the code should update the zone correctly when the spaceship launches/lands.
https://mods.factorio.com/mod/zone-combinator
https://mods.factorio.com/mod/zone-combinator
- Tue Apr 09, 2024 9:37 am
- Forum: Modding interface requests
- Topic: Allow more than one filter on fluid_boxes
- Replies: 2
- Views: 291
Re: Allow more than one filter on fluid_boxes
+1 from me
Related:
viewtopic.php?f=28&t=105271
viewtopic.php?f=28&t=71721
viewtopic.php?f=221&t=55661 - probably most interesting one with links to responses from devs
Related:
viewtopic.php?f=28&t=105271
viewtopic.php?f=28&t=71721
viewtopic.php?f=221&t=55661 - probably most interesting one with links to responses from devs
- Mon Apr 08, 2024 7:19 pm
- Forum: Questions, reviews and ratings
- Topic: Is it possible to change trains Models
- Replies: 1
- Views: 180
Re: Is it possible to change trains Models
If you're looking for an example mod: https://mods.factorio.com/mod/z_yira_UP
Basically, you would have to create sprite-sheets of your model, and place that in a mod. There is some tutorials around on how to do that.
Basically, you would have to create sprite-sheets of your model, and place that in a mod. There is some tutorials around on how to do that.
- Sun Mar 31, 2024 12:55 pm
- Forum: Ideas and Suggestions
- Topic: Placing tiles should show in Production window
- Replies: 4
- Views: 344
Placing tiles should show in Production window
What When placing tiles the total amount of tiles placed/mined should be shown in the Production window . Probably under the "Buildings" tab. Why This information would be just as useful as the other information in the Buildings tab. And a player would expect it to be there, since most ot...
- Sat Mar 30, 2024 3:40 pm
- Forum: Ideas and Requests For Mods
- Topic: A mod like Supply Challenge but with trains
- Replies: 3
- Views: 320
- Thu Mar 21, 2024 1:51 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 511431
Re: Simple Questions and Short Answers
No, that is not currently a feature. This Alt-F4 article shows you how to add it using a Python script, and already has a handy blueprint available. Or you could use a mod like AutoFill.
- Wed Mar 20, 2024 11:29 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 492
Re: adding a property using table insert between se and mega furnace
Happy to help
The documentation here explains the load order. And you'll see there the only way you should change it is by adding dependencies on other mods.
The documentation here explains the load order. And you'll see there the only way you should change it is by adding dependencies on other mods.
- Wed Mar 20, 2024 10:57 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 492
Re: adding a property using table insert between se and mega furnace
In what file did you place your code? It could be that it's running after SE does it's space checks. Safest is to add a dependency to SE as you mentioned. But it could be you placed your code in `data-final-fixes.lua` whereas better place might be `data-updates.lua`.
- Wed Mar 20, 2024 10:42 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 492
Re: adding a property using table insert between se and mega furnace
and it`s working What do you mean? So did the code I provided crash? And you want it to crash, because that means the code was running. And once you verified that you can remove the `error(...)`. Maybe a better clearer approach would be: log("[TEST] The code is running as expected") if da...
- Wed Mar 20, 2024 10:39 am
- Forum: Modding help
- Topic: Has anyone got a clever way to alter recipe output using technology?
- Replies: 3
- Views: 232
Re: Has anyone got a clever way to alter recipe output using technology?
I was curious and found the code: https://github.com/pyanodon/pyalienlife/blob/master/scripts/turd/turd.lua Functions of interest are `recipe_replacement` and `Turd.events.on_built`. Seems like they don't handle the case of old blueprints like I described, or at least didn't see it at first glance. ...
- Wed Mar 20, 2024 10:34 am
- Forum: Modding help
- Topic: adding a property using table insert between se and mega furnace
- Replies: 12
- Views: 492
Re: adding a property using table insert between se and mega furnace
It should crash your game while it's loading with that error message. If it's not then your code isn't running
- Wed Mar 20, 2024 10:29 am
- Forum: Modding help
- Topic: Has anyone got a clever way to alter recipe output using technology?
- Replies: 3
- Views: 232
Re: Has anyone got a clever way to alter recipe output using technology?
Unfortunately it's not possible with the approach you described. This would require you creating multiple recipes in the data state, one for each technology level. Then when the technology is researched you would have to loop over all entities that exist and change the recipe to the newer one. As we...