Search found 16 matches
- Thu Aug 27, 2026 7:41 pm
- Forum: Bug Reports
- Topic: [2.1.17] SimpleEntityWithOwnerPrototype can't glow when expansion_shaders_required is true
- Replies: 1
- Views: 338
Re: [2.1.17] SimpleEntityWithOwnerPrototype can't glow when expansion_shaders_required is true
Also would like to add two similar bug reports, viewtopic.php?t=130810 and viewtopic.php?t=132555
- Thu Aug 27, 2026 7:39 pm
- Forum: Bug Reports
- Topic: [2.1.17] SimpleEntityWithOwnerPrototype can't glow when expansion_shaders_required is true
- Replies: 1
- Views: 338
[2.1.17] SimpleEntityWithOwnerPrototype can't glow when expansion_shaders_required is true
If a mod sets "expansion_shaders_required": true in info.json any simple-entity-with-owner that uses animations and has either draw_as_glow or draw_as_light as true doesn't glow.
I have an example mod that runs the following code in the data stage:
data:extend({
{
type = "simple-entity-with ...
I have an example mod that runs the following code in the data stage:
data:extend({
{
type = "simple-entity-with ...
- Wed Aug 19, 2026 9:23 am
- Forum: Ideas and Suggestions
- Topic: Better roboport circuit connectivity
- Replies: 5
- Views: 538
Re: Better roboport circuit connectivity
One thing I'd like to add: for 'Read network contents', add a tick-box to exclude stuff in buffer chests . More than once, I've wondered why my buffer chests aren't getting any of a certain item, only to realize I set my mall to stop producing that item once I have a given amount of it in the ...
- Sun Aug 16, 2026 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Better roboport circuit connectivity
- Replies: 5
- Views: 538
Better roboport circuit connectivity
TL:DR
The options when connecting roboports to the circuit network feel outdated and lack the preciseness found on other buildings, freshening it up to 2.1s standards would go a very long way and enable players exact control over more aspects of their factory.
What?
This is the current circuit ...
The options when connecting roboports to the circuit network feel outdated and lack the preciseness found on other buildings, freshening it up to 2.1s standards would go a very long way and enable players exact control over more aspects of their factory.
What?
This is the current circuit ...
- Sun Aug 16, 2026 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Ensure new players get fair world seed.
- Replies: 9
- Views: 1776
Re: Ensure new players get fair world seed.
I do agree this needs to be addressed for new players, I know myself two people who quit the game early due to spawning in a desert. Having a chance of your first game ever have more attacks than a deathworld without clarifying to the player why is just not good.
My suggestion is a new option for ...
My suggestion is a new option for ...
- Tue Aug 11, 2026 1:44 am
- Forum: Not a bug
- Topic: [2.1.14] Large quantities of items with equipment grids cause significant lag
- Replies: 5
- Views: 534
[2.1.14] Large quantities of items with equipment grids cause significant lag
I was told to report this on behalf of several others, not even sure myself if it qualifies as a bug but anyhow;
If large amounts of items with equipment grids such as modular armor or above is created, the electric network ms usage spikes due to the equipment grids being simulated even when empty ...
If large amounts of items with equipment grids such as modular armor or above is created, the electric network ms usage spikes due to the equipment grids being simulated even when empty ...
- Tue Jan 13, 2026 4:07 pm
- Forum: Not a bug
- Topic: [2.0.72] The spidertron map icon is rotated a few degrees / not perfectly symmetrical.
- Replies: 1
- Views: 4676
[2.0.72] The spidertron map icon is rotated a few degrees / not perfectly symmetrical.
What did you do? / What happened?
I was looking through the spidertron graphics for my mod and noticed the map icon sprite looked a bit off, so I checked in game and saw that it is indeed a bit askew.
01-13-2026, 17-02-33.png
Normally I would add more info but due to the nature of this I don ...
I was looking through the spidertron graphics for my mod and noticed the map icon sprite looked a bit off, so I checked in game and saw that it is indeed a bit askew.
01-13-2026, 17-02-33.png
Normally I would add more info but due to the nature of this I don ...
- Mon Dec 22, 2025 7:19 pm
- Forum: Implemented Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 27
- Views: 9116
Re: Give agricultural towers separate circuit toggles for planting and harvesting
just gonna +1 this because god it'd be so useful
- Wed Nov 12, 2025 12:14 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 97277
Re: Ability to craft lower quality with higher quality
Having read a bit through the different proposals I can say that in my opinion the only one that makes sense so far is letting machines use any quality that is at least good enough as ingredient. Downgrading quality just doesnt make any sense why would you want to do that. In reality a better ...
- Sun Nov 09, 2025 10:25 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 97277
Re: Add option for mixed Quality in Assemblers
1/ productivity-quality exploit. During development there was an option for any quality recipe where a base rolled quality was lowest quality of provided ingredients. There was however exploit when using productivity modules: a machine could be fed normal quality ingredients that would "charge ...
- Fri Oct 24, 2025 2:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
- Replies: 3
- Views: 1789
[2.0.72] Holmium solution's base_color is incorrectly defined
In fluid.lua within the space-age folder, holmium solution is the only fluid defined with a R, G, or B value above 1 which makes the game divide each RGB value by 255, resulting in a dark blue color.
10-24-2025, 16-07-47.png
10-24-2025, 16-07-49.png
10-24-2025, 16-07-53.png
After ...
10-24-2025, 16-07-47.png
10-24-2025, 16-07-49.png
10-24-2025, 16-07-53.png
After ...
- Thu May 08, 2025 1:58 am
- Forum: This Forum
- Topic: Forum name change
- Replies: 49
- Views: 33022
Re: Forum name change
And here I am also joining the exclusive group of name changers.
"Izzabelle", cause my current name is abhorrent.
"Izzabelle", cause my current name is abhorrent.
- Thu May 08, 2025 1:42 am
- Forum: Implemented mod requests
- Topic: Allow setting if a SpiderLegPrototype rotates with its connected body or not
- Replies: 3
- Views: 2477
Allow setting if a SpiderLegPrototype rotates with its connected body or not
I was experimenting with the early stages of a mod that lets you "domesticate" pentapods, and found out that whether the leg rotates with the body or not is hardcoded depending on if it's a SpiderVehiclePrototype or SpiderUnitPrototype. More control over this would be excellent, as I can see plenty ...
- Fri Sep 01, 2023 11:11 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 140753
Re: Friday Facts #374 - Smarter robots
Great looking robot improvements, just one question. Will the roboport robot requests be configurable with circuits?
- Sun Aug 27, 2023 12:47 am
- Forum: Duplicates
- Topic: [Kovarex] [1.1.87] Blueprint Grid position changes when remove/re-add item
- Replies: 2
- Views: 1714
Re: [1.1.87] Blueprint Grid position changes when remove/re-add item
Rails and some related items can only be moved along a "subgrid" which consists of 2x2 sized tiles. When a snap to grid blueprint would place rails not aligned to the subgrid the blueprint is slightly shifted.
- Fri Aug 25, 2023 12:35 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 199375
Re: Friday Facts #373 - Factorio: Space Age
Now this is dope.
Now my only question is why the top right octo claw thing doesn't have anything that punts unwanted stuff into space.
and also what new train stuff is coming, i need more train control
Now my only question is why the top right octo claw thing doesn't have anything that punts unwanted stuff into space.
and also what new train stuff is coming, i need more train control