This might be a variation of https://forums.factorio.com/viewtopic.php?p=696061 but it presents differently.... so with that in mind...
Setup: a platform that moves carrying items, and a platform that doesn't move acting as an orbital buffer. The buffer platform carries many different types of ...
Search found 53 matches
- Sun Jul 05, 2026 1:22 pm
- Forum: Assigned
- Topic: [Genhis][2.1.9] Buffer space platform generates "out of storage" alerts during transfer to another platform
- Replies: 0
- Views: 355
- Wed Jul 01, 2026 3:27 pm
- Forum: Not a bug
- Topic: [2.1.9] Space platforms can request non-items
- Replies: 4
- Views: 467
Re: [2.1.9] Space platforms can request non-items
It started off with "I need to change the planet for many requests, I will put the planet on my cursor to quickly fill things in and just start clicking the requests... wait, what just happened?"
No, it's not actually requesting the items from the planets nor is it preventing departure conditions ...
No, it's not actually requesting the items from the planets nor is it preventing departure conditions ...
- Wed Jul 01, 2026 12:33 pm
- Forum: Not a bug
- Topic: [2.1.9] Space platforms can request non-items
- Replies: 4
- Views: 467
[2.1.9] Space platforms can request non-items
Nearest I can tell, if you can put it into your cursor, you can set a request for that on a space platform. That includes fluids, planets, and anything in the "Virtual Signals" list.
- Tue Jun 23, 2026 10:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.1.7] Upgrade planner on space platform ghosts will not request new ghosts
- Replies: 3
- Views: 812
[Genhis][2.1.7] Upgrade planner on space platform ghosts will not request new ghosts
Build a space platform. Place ghosts that cannot be built. Use an upgrade planner to convert those ghosts into something else (I went with Epic Accumulators => Normal Accumulators).
Expected behaviour: platform requests the new item (normal accumulators)
Actual behaviour: new ghosts are not ...
Expected behaviour: platform requests the new item (normal accumulators)
Actual behaviour: new ghosts are not ...
- Mon Jun 15, 2026 10:56 am
- Forum: Not a bug
- Topic: [2.0.76] Mining entities with bots leaves items on the ground
- Replies: 3
- Views: 496
Re: [2.0.76] Mining entities with bots leaves items on the ground
The same behaviour can be seen deconstructing terrain that yields multiple items, such as the huge rocks on Nauvis that produce both stone and coal. The stone is collected immediately and the coal is left on the ground to be picked up by other robots. Space Age provides additional examples. So I ...
- Fri May 22, 2026 4:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.76] Crash pasting richtext in combinator description
- Replies: 3
- Views: 909
Re: [2.0.76] Factorio crashes when pasting Richtext inside of a combinator description textfield
Able to reproduce on Linux in English. Copy the text to your clipboard, paste into the combinator edit box, highlight the text in the box, and then re-paste. That should do it.
- Sat Apr 04, 2026 12:44 pm
- Forum: Not a bug
- Topic: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
- Replies: 9
- Views: 3625
Re: [2.0.20] Personal construction bots will take equipped armor/inventory from remote view ghost request
I'm gonna argue this one. Players have an expectation that personal roboport construction robots can only take from their main inventory. A precedent for this is that they can't take items out of your trash slots. Taking items out of your armor slot, or weapons or ammo slots, seems wrong. Those are ...
- Tue Mar 10, 2026 10:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.75] lowering rocket_parts_required past a silo's stored parts deadlocks it
- Replies: 2
- Views: 2004
Re: [2.0.75] lowering rocket_parts_required's past a silo's stored parts deadlocks it
Based on a chat in Discord just recently, this may also apply to people trying to convert from Vanilla to space age in the same save. It's discouraged, but it also reduces the rocket part requirement from 100 to 50 which could set this off without needing "mods".
- Mon Jan 19, 2026 7:04 pm
- Forum: Bug Reports
- Topic: [2.0.72][SA] Space platform module inserter gets stuck when asked to insert impossible modules
- Replies: 3
- Views: 783
Re: [2.0.72][SA] Space platform module inserter gets stuck when asked to insert impossible modules
Add more modules to the platform. The 2 you have aren't reserved. If you fill it up with modules it still won't insert them. In my recording I made several AM2 requesting modules... like, 3 or 4 or them. None got modules. The moment I deconstruct the upgrade-pending AM2 all of them suddenly get ...
- Mon Jan 19, 2026 4:56 pm
- Forum: Bug Reports
- Topic: [2.0.72][SA] Space platform module inserter gets stuck when asked to insert impossible modules
- Replies: 3
- Views: 783
[2.0.72][SA] Space platform module inserter gets stuck when asked to insert impossible modules
Attached savegame with replay for reference. Some fumbling of the controls by me at the start.
Process:
1) Make a space platform. Send it Assembling Machine2 and some modules to be inserted.
2) Build the assembling machine on the platform with modules
3) Make a blueprint for an Assembling Machine ...
Process:
1) Make a space platform. Send it Assembling Machine2 and some modules to be inserted.
2) Build the assembling machine on the platform with modules
3) Make a blueprint for an Assembling Machine ...
- Sat Oct 11, 2025 3:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.69] Trains en route to temporary coordinates show up as part of a ghost station
- Replies: 1
- Views: 2697
[Genhis][2.0.69] Trains en route to temporary coordinates show up as part of a ghost station
This is an interaction of 2 odd facts.
1) When creating a ghost train stop, it doesn't have a name set. Normally this would be impossible as train stations can't have blank names set, but on creation the ghost station has no name until actually built.
2) When a train is heading to a temporary ...
1) When creating a ghost train stop, it doesn't have a name set. Normally this would be impossible as train stations can't have blank names set, but on creation the ghost station has no name until actually built.
2) When a train is heading to a temporary ...
- Mon Apr 07, 2025 9:09 pm
- Forum: Minor issues
- Topic: [raiguard] [2.0.11] Large in-game downloads could be much faster
- Replies: 4
- Views: 2216
Re: [raiguard] [2.0.11] Large in-game downloads could be much faster
Based on the netstat output, I suspect that you're not fully draining the TCP buffer each cycle. Are you sure you've pulled as much data as you possibly can from curl before you move on to other game update code? That might help without impacting the code nearly as much, and provide a speed ...
- Tue Jan 07, 2025 8:01 pm
- Forum: Pending
- Topic: [2.0.15] Map shows red dots where nothing exists
- Replies: 29
- Views: 10705
Re: [2.0.15] Map shows red dots where nothing exists
I have a reproducer for Gleba. There was just a n upgrade of Artillery Shell Range and the turrets have been busy. Enemies are incoming. In the moments after loading the save enemies will attack, be killed, and leave red dots on the map as they do. Don't take any action other than opening the map ...
- Wed Nov 13, 2024 11:33 pm
- Forum: Implemented Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 74
- Views: 25475
Re: Smart Belt Dragging Setting
I would still prefer having both options... lock to straight lines but without the "smart" building is the sweet spot I like, and allows things like doing corners in map view from a long ways away that line up with targets.
- Tue Nov 05, 2024 5:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Can't send quality starter pack (MR)
- Replies: 3
- Views: 21748
Re: [Rseding91] Can't send quality starter pack (MR)
I did this as well. It gave me my 10 starter foundations, which I can't use because they are Uncommon I can't place above-Normal tiles.
But the hub is still uncommon.
But the hub is still uncommon.
- Mon Nov 04, 2024 2:41 am
- Forum: Implemented Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 74
- Views: 25475
Re: Smart Belt Dragging Setting
Smart building has issues. It can lead players to make undergrounds under nature (trees, rocks) which is totally unacceptable, especially when ghost building and there's the expectation that robots will take care of it.
It also makes fixing drawing mistakes more difficult since smart mode will tend ...
It also makes fixing drawing mistakes more difficult since smart mode will tend ...
- Sat Nov 02, 2024 4:05 am
- Forum: Minor issues
- Topic: [raiguard] [2.0.11] Large in-game downloads could be much faster
- Replies: 4
- Views: 2216
[raiguard] [2.0.11] Large in-game downloads could be much faster
For context, I have fiber to the home at high speed (gigabit or so). But while inside factorio, downloads (eg: large mods, or game updates) are often self-throttling to about 3 megabytes/second. I know it could go faster because the TCP receive buffers are highly full when I check them:
tcp ...
tcp ...
- Sat Oct 12, 2024 2:20 pm
- Forum: Technical Help
- Topic: [Solved] [1.1.110] Crash on launch
- Replies: 6
- Views: 2112
Re: [1.1.110] Crash on launch
Nope, this is happening during early initialization of libraries. With only the backtrace to work with, my gut says that Factorio is statically linked against libstdc++ but something dynamically linked is also using libstdc++ from your own system. There's a compatibility mismatch and it blows up ...
- Sun Aug 18, 2024 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Using Profile-Guided Optimization (PGO) to optimize Factorio's performance
- Replies: 1
- Views: 2970
Re: Using Profile-Guided Optimization (PGO) to optimize Factorio's performance
I suggested this to a dev recently as well.
There are a ton of ways this could go wrong though. In a game with mods, every possible mod concept (from an API standpoint) needs to be tested during Profile-generate mode. If not, it's possible PGO will think some specific feature is never ever used and ...
There are a ton of ways this could go wrong though. In a game with mods, every possible mod concept (from an API standpoint) needs to be tested during Profile-generate mode. If not, it's possible PGO will think some specific feature is never ever used and ...
- Fri Dec 16, 2022 7:18 pm
- Forum: Technical Help
- Topic: Can't use player-data.json from local host using Steam version of game
- Replies: 0
- Views: 1501
Can't use player-data.json from local host using Steam version of game
The super-short version is, my log files contain:
1.337 Info PlayerData.cpp:73: Local player-data.json unavailable
1.337 Info PlayerData.cpp:76: Cloud player-data.json available, timestamp 1671218050
... which is wrong for two reasons. First, I do have a local player-data.json. Second, I have ...
1.337 Info PlayerData.cpp:73: Local player-data.json unavailable
1.337 Info PlayerData.cpp:76: Cloud player-data.json available, timestamp 1671218050
... which is wrong for two reasons. First, I do have a local player-data.json. Second, I have ...