Factorio

Factorio Dev Tracker



Comment

Originally posted by bcd_is_me

Done.

Ok its fixed

Comment

Originally posted by bcd_is_me

The changelog for 1.1.9 said

Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.

I can't get this to work for building module slots with the full Py mod suite. I only get a tiny blurry rectangle for tooltip with nothing useful in it. Does it work in vanilla? Does anyone have it working with Py?

please make a bug report and attach a save game

Comment

This might be the stable candidate.

Post

Bugfixes

  • Fixed that player building reach limit was applied also for ghost building. more
  • Fixed crash related to building out of radar reach. more
  • Fixed build by dragging of underground belt/pipes when starting to drag on existing piece. more
  • Fixed a corner case of power pole drag building relat...
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Comment

Originally posted by aallport

Would be great to have this as a toggle in the same place as alt mode, personal roboport, etc!

Optionally with a push to disable hotkey?

Try Cntrl


14 Jan

Post

Bugfixes

  • Fixed belt dragging on the the edge of player building reach. more
  • Fixed internal electric pole connection inconsistency preventing the loading of certain saves. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at ...

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Comment

You might be able to do some shenanigans by copying the file from \AppData\Roaming\Factorio\temp\ before it gets deleted.
I believe it's called mp-download.zip

Post

Bugfixes

  • Fixed a false positive in a blueprint related consistency checks. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

External link →
Comment

Originally posted by jdgordon

Is it possible to make the belt locking thing allow you to build perpendicular to the belt direction??

Example: belt is in hand pin the north direction, I want to build east/west across multiple lanes, but each lane pointing north.

Not possible with the belt line locking. That is the price paid for it (and the smart belt building), that is why it is an option, as some people might prefer free building.

Comment

Originally posted by Khornar

Automatic underground belt placement when obstacle is encountered.

Does it works for underground pipes?

No, it doesn't maybe some day it could :)

Comment

Originally posted by zZenRabbit

Heads up: the Linux version seems to be broken. Can't start or load vanilla games, game just crashes. Not sure if it's only on my system though!

edit: I'm not the only one

It is not related only to linux, hotfix is on the way!

Post

Minor Features

  • Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.
  • Added smart belt dragging option that unlocks 2 fundamental features for belt building and is enabled by default: 1) Rotating while belt dragging can be used to build belt segments faster. 2) Automatic underground belt placement when obstacle is encountered.

Changes

  • Extended locking for building in line for underground belts/pipes. more

Bugfixes

  • Fixed that E to confirm didn't work correctly with mod changelog GUIs. ...
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13 Jan

Comment

WTF it's actually not a joke XD LOL.


12 Jan

Comment

Originally posted by doc_shades

well yeah i mean that's the internet in general, right? when i was a kid i was king shit of the neighborhood because nobody was better at me at goldeneye or poker. my friends were king shits at baseball or skateboarding or whatever they were in to. but then the internet shows up and it takes that veil off and you realize just how mediocre you really are. not only are people out there better than you, but there are thousands of people out there who are better than you.

but hey, we persevere. just remember --- you are mediocre at everything you do so you might as well enjoy it!

I can remember very clearly the confusion when I, the best Starcraft player in my circle entered battlenet for the first time and tried to show my superiority :)

Comment

Originally posted by becks0815

Which is strange. These projectiles can only be generated by firing an explosive shell using a cannon, and I have zero cannons built.

Found the history. It shows base 1.1.8, RampantArsenal 1.0.2 and RealisticFusionWeaponry as the only and last 3 Mods accessing it.

I will look into Rampart first

Projectiles can be creates by scripts directly, using surface.create_entity{}

Comment

Originally posted by becks0815

The entity listed when running the print command is explosive-cannon-projectile. Makes no sense, these are shells I produce somewhere in a factory, and I am sure the projectile type just ends on the list as last item by accident, and the rest is supressed.

Thats not how it works, the print is correct, some mod is creating lots of artillery projectiles somewhere

Comment

Originally posted by becks0815

I tried the following:

/c local surface=game.player.surface

local count=0

for key, entity in pairs(surface.find_entities_filtered({type="projectile"})) do

game.print(entity.name)

count=count+1

end

game.player.print(count)

But the script only spits out one line for a more or less random entity name while still showing an always increasing amount of projectiles which are generated. Any idea what I wrote wrong here?

The output has some spam prevention, if the name is the same it will only print it once, instead of 3409 times

What is the random entity name? You can look it up in the prototype browser (CTRL + SHIFT + E in game), and 'Prototype history' should show which mods have added/touched the prototype.

Comment

Probably a mod making them and not destroying them when their time is up.

You can print their name with game.print(entity.name) and try to see which mod it might be


11 Jan

Comment

Originally posted by maxtimbo

I wonder what u/V453000 feels about all this...

All of my railway networks looked like I was pooping when building them. Legit.


07 Jan

Post

Gui

  • New trains overview GUI.

Bugfixes

  • Fixed crash when dragging electric pole ghosts into fog of war. more
  • Fixed rotation of belts being built by dragging by making it possible to build continous belts. more
  • Fixed various issues related to blueprints with only trains. ...
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