Search found 57 matches
- Fri Jul 17, 2026 2:04 pm
- Forum: Duplicates
- Topic: [2.1.11] Robots from portable roboport can not place robots
- Replies: 3
- Views: 187
Re: [2.1.11] Robots from portable roboport can not place robots
Can you place robots in a chest via spider? (both as an intermediate work around and as a triage of the issue)
- Thu Jul 16, 2026 5:27 pm
- Forum: Modding discussion
- Topic: A small change in 2.1.7 had a big impact: The Humble Sensor Mine!
- Replies: 1
- Views: 197
Re: A small change in 2.1.7 had a big impact: The Humble Sensor Mine!
Super cool. being able to trigger off of things like machine craft finished opens a lot of possibilities for modding. Thanks for making this mod and pointing out these new abilities.
How expensive are on tick polls in practice? I've always assumed they're actually quite cheap.
How expensive are on tick polls in practice? I've always assumed they're actually quite cheap.
- Thu Jul 16, 2026 5:06 pm
- Forum: Balancing
- Topic: Transferring between space platforms
- Replies: 5
- Views: 559
Re: Transferring between space platforms
I really enjoy it so far, now feeling like I'm incentivized to build a fleet of specialized ships instead of every ship really is just a cargo hauler with different specs. IMO, it's better gameplay, especially considering the cleverness you need to do to build buffering depots with radars + circuits.
- Wed Jul 08, 2026 5:28 pm
- Forum: Not a bug
- Topic: [2.1.9] Not all fusion reactors running at the same time
- Replies: 3
- Views: 385
Re: [2.1.9] Not all fusion reactors running at the same time
Pretty sure this is working as intended, but you could set up some circuitry wizardry to charge and discharge accumulators if you really wanted to ensure maximum neighbor bonus.
- Tue Jul 07, 2026 12:51 pm
- Forum: Gameplay Help
- Topic: Rush to Space not available.
- Replies: 1
- Views: 515
Re: Rush to Space not available.
If you started without space age, that's almost certainly the reason this isn't available. Short of going in and editing the save file or cheating in the achievement somehow, this save isn't going to make it available to you.
- Wed Jul 01, 2026 3:50 pm
- Forum: Balancing
- Topic: Experimental Biter expansion too strong
- Replies: 34
- Views: 6014
Re: Experimental Biter expansion too strong
i dont mind expansion size. i DO mind VERY much that expansions now apparently can happen in areas biters should not be able reach. i frequently have new expansions behind my turret line and this just sucks.
edit: well, i said i did not mind the size. i frequently see what i could only describe ...
- Wed Jul 01, 2026 3:26 pm
- Forum: Not a bug
- Topic: [2.1.9] Space Science pack recipe icon defined
- Replies: 5
- Views: 359
Re: [2.1.9] Space Science pack recipe icon defined
FWIW, it looks like the author of the mod in question fixed the mod 9 hours ago to correctly override the recipe icon as well: https://github.com/Alkumist/cb-science- ... -fixes.lua
Edit: Oh, that's you
Edit: Oh, that's you
- Wed Jul 01, 2026 2:01 pm
- Forum: Not a bug
- Topic: [2.1.9] Space platforms can request non-items
- Replies: 4
- Views: 390
Re: [2.1.9] Space platforms can request non-items
Patient : Doctor, it hurts when I do this.
Doctor : Don't do that then.
What is the problem with this behavior? (does something break) Allowing a user to do something that will never get completed happens all over the game. I can set recipes for things I don't have ingredients for, set conditions ...
Doctor : Don't do that then.
What is the problem with this behavior? (does something break) Allowing a user to do something that will never get completed happens all over the game. I can set recipes for things I don't have ingredients for, set conditions ...
- Wed Jul 01, 2026 3:25 am
- Forum: Ideas and Suggestions
- Topic: Make possible to drop items to character not (0,0)
- Replies: 3
- Views: 239
Re: Make possible to drop items to character not (0,0)
FWIW, you can ship a cargo landing pad (1 rocket) and drop that as your first drop, then pick it up and build it to allow all future drops to go where you are :)
Or you can ship cargo landing pad, take 40 minutes to scout Fulgora without getting it and than waste 20+ minutes to run back to 0,0 ...
- Wed Jul 01, 2026 2:55 am
- Forum: Ideas and Suggestions
- Topic: Selector Combinator: Quality Overwrite
- Replies: 3
- Views: 267
Re: Selector Combinator: Quality Overwrite
I actually needed to do this a month or two ago and I figured out that an arithmetic combinator with "each" input adding 0 and outputting a specific non-quality signal would sum all qualities together. I am still at a loss for why this works TBH but I have found it useful:
...
I personally think ...
- Tue Jun 30, 2026 6:28 pm
- Forum: Ideas and Suggestions
- Topic: Make possible to drop items to character not (0,0)
- Replies: 3
- Views: 239
Re: Make possible to drop items to character not (0,0)
FWIW, you can ship a cargo landing pad (1 rocket) and drop that as your first drop, then pick it up and build it to allow all future drops to go where you are 
- Tue Jun 30, 2026 3:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Headless --until-tick option requires non-existent --load-game option
- Replies: 6
- Views: 447
Re: [2.1.9] Headless --until-tick option requires non-existent --load-game option
--load-game is not even a valid option for headless. --until-tick is a valid option, but does nothing.Loewchen wrote: Tue Jun 30, 2026 3:41 pm --load-game does not work on headless and I don't think --until-tick does either.
- Tue Jun 30, 2026 3:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Headless --until-tick option requires non-existent --load-game option
- Replies: 6
- Views: 447
Re: [2.1.9] Headless --until-tick option requires non-existent --load-game option
Did you try passing --start-server (or --create) with the name of a save file? The --load-game might just be an outdated error message that was overlooked.
Most recent command which works: ./headless_2_1_9/bin/x64/factorio --mod-directory mods_2_1_9/ --start-server map_2_0_77 --server-settings ...
- Tue Jun 30, 2026 3:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Headless --until-tick option requires non-existent --load-game option
- Replies: 6
- Views: 447
[2.1.9] Headless --until-tick option requires non-existent --load-game option
What did you do?
1. Ran headless with --until-tick :
Command: ./headless_2_1_9/bin/x64/factorio --mod-directory mods_2_0_77/ --until-tick 100
Output: 0.000 Error UntilTick.cpp:17: --until-tick requires --load-game
2. Ran headless with --load-game :
Command: ./headless_2_1_9/bin/x64/factorio ...
1. Ran headless with --until-tick :
Command: ./headless_2_1_9/bin/x64/factorio --mod-directory mods_2_0_77/ --until-tick 100
Output: 0.000 Error UntilTick.cpp:17: --until-tick requires --load-game
2. Ran headless with --load-game :
Command: ./headless_2_1_9/bin/x64/factorio ...
- Tue Jun 30, 2026 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Selector Combinator: Quality Overwrite
- Replies: 3
- Views: 267
Selector Combinator: Quality Overwrite
TL;DR
A mode for the selector combinator that flattens quality.
What?
Add a selector combinator mode called Quality Overwrite or similar which:
Has a target quality selector, [Common, Uncommon, Rare, Epic, Legendary], with Common selected by default.
Converts all input X[Any] to X[Target ...
A mode for the selector combinator that flattens quality.
What?
Add a selector combinator mode called Quality Overwrite or similar which:
Has a target quality selector, [Common, Uncommon, Rare, Epic, Legendary], with Common selected by default.
Converts all input X[Any] to X[Target ...
- Mon Jun 29, 2026 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 19
- Views: 7295
Re: Dynamically change trainstop names richtext icons with circuit signals
Would be super cool for allowing more compact clever circuited builds :)
If the problem is that once the circuit signal changes, there isn't a clean game record of the stations original name, I'd happily take a set first/last icon option as well. It'd constrain engineers in how they name their ...
If the problem is that once the circuit signal changes, there isn't a clean game record of the stations original name, I'd happily take a set first/last icon option as well. It'd constrain engineers in how they name their ...
- Mon Jun 29, 2026 2:33 pm
- Forum: Ideas and Suggestions
- Topic: Roboports linking
- Replies: 2
- Views: 207
- Mon Jun 29, 2026 2:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.1.8] Legendary Inserter has inconsistent rotation times
- Replies: 8
- Views: 11328
Re: [boskid][2.1.8] Legendary Inserter has inconsistent rotation times
Thanks for the report. Issue is now fixed for 2.1.9.
This was quite tough issue because it involves floating point math errors that were accumulating differently based on inserter orientation, so i had to change inserters logic to use fixed point orientations to make their behavior symmetric in ...
- Sun Jun 28, 2026 12:56 pm
- Forum: Balancing
- Topic: Experimental Biter expansion too strong
- Replies: 34
- Views: 6014
Re: Experimental Biter expansion too strong
Upon further investigation, I discovered this 'hard limit' was actually just a over-zealous pruning of legitimate candidate chunks: https://forums.factorio.com/134444
Thanks for linking & fixing https://forums.factorio.com/134444. WRT the balance implications here, I don't know exactly how ...
- Thu Jun 25, 2026 11:41 pm
- Forum: Balancing
- Topic: Experimental Biter expansion too strong
- Replies: 34
- Views: 6014
Re: Experimental Biter expansion is kind of broken
There is the hard limit, that they won't try to expand to a chunk with any player buildings
Wow, that's really significant. Also ironically makes a lot of previous low odd expansion candidates impossible, which I think is actually a player nerf if you're building hard walls at the edge of your ...