Search found 48 matches

by Kalixt
Fri Sep 05, 2025 8:21 am
Forum: Ideas and Suggestions
Topic: Spoiled-ness priority for logistics requests and belts
Replies: 1
Views: 233

Re: Spoiled-ness priority for logistics requests and belts

This would be great, if bots were able to grab by spoil priority. Currently if I want to feed 4 belts 240/s with gleba science it has to go through series of inserters and chests.
by Kalixt
Thu Sep 04, 2025 10:01 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 242
Views: 207036

Re: Unofficial Factorio Troll/Griefer Database

1WheelDude wrote: Tue Jun 10, 2025 1:42 pm This player joined MP game and started to delete/deconstruct everything, OPlaserturret.
This one must be doing it for a long time. I have anti-grief permissions, so he's harmless but still found a way to get into banlist somehow.
OPLaser.png
OPLaser.png (51.49 KiB) Viewed 306 times
by Kalixt
Wed Aug 27, 2025 9:51 am
Forum: Resolved Problems and Bugs
Topic: [2.0.65] `show-time-usage` "Multiplayer UPS" broken
Replies: 3
Views: 692

Re: [2.0.65] `show-time-usage` "Multiplayer UPS" broken


In the very top left of the time usage debug option is a thing for multiplayer ups, but this has supposedly been broken for nearly 10 years at this point.

Posted on the forum for tracking purposes, though it sounded more likely that the feature will be scrapped rather than fixed.

https://discord ...
by Kalixt
Tue Aug 19, 2025 7:15 am
Forum: Resolved Problems and Bugs
Topic: [2.0.63] Minimap position always follows the position of the non-remote viewplayer
Replies: 4
Views: 754

Re: [2.0.63] Minimap position always follows the position of the non-remote viewplayer

Rseding91 wrote: Mon Aug 18, 2025 7:53 pm You're likely playing multiplayer and are not the host? That's still broken pending the next release. Single player and as the server host it should work correctly.
Yes, that's the case, thanks.
by Kalixt
Mon Aug 18, 2025 6:16 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.63] Minimap position always follows the position of the non-remote viewplayer
Replies: 4
Views: 754

Re: [2.0.63] Minimap position always follows the position of the non-remote viewplayer

Doesn't seems like fixed to me. I am on 2.0.64 and having black minimap on all planets except Nauvis and Gleba.
by Kalixt
Wed Jul 30, 2025 11:13 am
Forum: Ideas and Suggestions
Topic: Set Research with circuit logic.
Replies: 6
Views: 523

Re: Set Research with circuit logic.

Indeed this would be good to have.

Just simple way of setting up what to research through constant combinator would help a lot. I have server running regardless if someone is connected. One mining productivity research level to complete takes around 4 min now and I can queue 7 ? So I need to ...
by Kalixt
Mon Jun 23, 2025 11:05 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Stack loader does not fully stack items
Replies: 7
Views: 2325

Re: [2.0.55] Stack loader does not fully stack items

boskid wrote: Wed Jun 11, 2025 11:00 am ... i was recently doing a lot of cleanup around inventories and item stacks...
not exactly to stack inserter, but it has something with inventory and stacks.
by Kalixt
Mon Jun 23, 2025 10:56 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Stack loader does not fully stack items
Replies: 7
Views: 2325

Re: [2.0.55] Stack loader does not fully stack items

Same thing happens if you are placing modules into assemblers by hand. If you have 2 stacks of modules of 20 and 1 and you click on stack with 1, it will insert only one module.
by Kalixt
Thu Apr 17, 2025 5:47 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
Replies: 6
Views: 1026

Re: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability

[2.0.45]

This is what I see in Factoropedia and ingame item tooltip. It's bug or feature ?
repairpack.png
repairpack.png (64.56 KiB) Viewed 513 times
by Kalixt
Wed Mar 12, 2025 10:40 am
Forum: Assigned
Topic: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
Replies: 11
Views: 5985

Re: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)

I recently run into this "issue" when building final setups. Just to make things clear.

topspeed.png


This setup limit is 6K/s per input pipe (hardcoded limit??), so description with 180K/s steam converting to 16K/s water is wrong.
Same applies to output pipes, so how can I calculate production ...
by Kalixt
Wed Jan 29, 2025 9:58 am
Forum: Releases
Topic: Version 2.0.33
Replies: 10
Views: 12499

Re: Version 2.0.33

FactorioBot wrote: Tue Jan 28, 2025 12:43 pm Show a warning in the blueprint library if it's using a lot of RAM.
Is there a developer option like UPS/FPS counter to see how much RAM exactly uses blueprint ?
by Kalixt
Fri Jan 24, 2025 11:20 pm
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 646

Re: [2.0.32] Can't find artillery turret through remote view search on Gleba

Yes it was a recipe, I had to overlook it. Sorry.
by Kalixt
Fri Jan 24, 2025 11:57 am
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 646

Re: [2.0.32] Can't find artillery turret through remote view search on Gleba

Kyralessa wrote: Fri Jan 24, 2025 11:48 am I don't think those are on the list of searchable items:
So each planet has its own searchable list of items and Artillery turret is not part of that list on Gleba. Otherwise its bug.
by Kalixt
Fri Jan 24, 2025 11:39 am
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 646

[2.0.32] Can't find artillery turret through remote view search on Gleba

Hello,
we have this insane feature, where you have search in remote view and it highlights items for you on map. I was trying to find where is my artillery turrets placed on Gleba but it found 0, even tho I saw there has to be some because of large turret range on map. Tried the same thing on ...
by Kalixt
Fri Jan 10, 2025 9:25 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Replies: 20
Views: 11895

Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades

Its far from minor issue when you design solar edge ship for the first time after several rail gun shooting speed upgrades thinking 'it will be fine', just few more of these 6M+ researches and I am good to go. Later on when you starts investigate what went wrong, you see shooting speed is a bit ...
by Kalixt
Wed Jan 08, 2025 11:59 am
Forum: Duplicates
Topic: [2.0.20] Science finish alert removes focus from textbox in platform item count
Replies: 4
Views: 803

Re: [2.0.20] Science finish alert removes focus from textbox in platform item count


Usually when technologies are researched some new recipes are unlocked which could cause the gui which has signals selectable to need to refresh its entire content, if a gui would be refreshed by closing and reopening it then it could happen the focus was lost. Hard to decide, pretty minor issue ...
by Kalixt
Fri Nov 22, 2024 7:51 pm
Forum: Duplicates
Topic: [2.0.20] Science finish alert removes focus from textbox in platform item count
Replies: 4
Views: 803

[2.0.20] Science finish alert removes focus from textbox in platform item count

Hello, I was typing a number at item count condition on platform (same could apply to every other logistic or train request constant setter textbox) when I lost focus in textbox because of finished science alert.
by Kalixt
Wed Nov 06, 2024 6:57 pm
Forum: Not a bug
Topic: [2.0.14] Personal logistics and landing pad logistics get overwritten if name is the same
Replies: 1
Views: 496

[2.0.14] Personal logistics and landing pad logistics get overwritten if name is the same

Hello, doesnt know if its bug or not but it was not expected. It should ask me at least that this is going to happen. I have named "Vulcanus" one of the sections in personal logistic networks. Later on I created new unnamed section in landing pad where I wanted to get staff from Vulcanus so I named ...
by Kalixt
Thu Feb 15, 2024 2:10 pm
Forum: Technical Help
Topic: Headless Server - aarch64
Replies: 6
Views: 6077

Re: Headless Server - aarch64


Running Factorio via docker with the QEMU_EXECVE=1 variable set in the container (needs qemu-user-static installed on system) will allow x86_64 to execute decently.


Tried that today with Raspberry 3 with 2GB RAM and also with Raspberry 5 with 8GB RAM. Raspberry 3 is unplayable as there are ...
by Kalixt
Sat Sep 09, 2023 6:31 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 310581

Re: Friday Facts #375 - Quality

Not a fan of this idea, scrap it in recycler and move on please.

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