I used "h" for flipping horizontal.waterBear wrote: Tue Jun 23, 2026 1:37 pm Does anyone know the hotkey to change which side of the belt a recycler outputs on? They changed the default side apparently (at least in some cases) and it has deadlocked some of my designs.
Search found 22 matches
- Tue Jun 23, 2026 3:15 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 244
- Views: 157680
Re: Version 2.1.7
- Tue Jun 23, 2026 1:03 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 244
- Views: 157680
Re: Version 2.1.7
Is the inserter flipping be supposed to be working when holding the inserter in the hand?
update: yes it works. PEBKAC. Try "h"
update: yes it works. PEBKAC. Try "h"
- Fri Jun 19, 2026 1:52 pm
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 33294
Re: Friday Facts #443 - More Planet Deliveries
Lol, if you have time add logic to landmines, could we pleas have read fuel on burner miners? 
viewtopic.php?t=129763
viewtopic.php?t=129763
- Sat Dec 06, 2025 8:04 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
- Replies: 2
- Views: 877
Re: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
If clarification is required: I did undo (ctrl+z) the deconstruction a set of spilled item on the ground (I do not have the undo-grouping feature enabled, I reverted to previous logic in The Other Settings™), while other player JD used an ad-hoc alt+d to undo the same area's items' deconstruction ...
- Sun Oct 12, 2025 2:29 pm
- Forum: Not a bug
- Topic: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
- Replies: 2
- Views: 593
Re: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
Rseding91 wrote: Sun Oct 12, 2025 2:24 pm Did you enable the “hide mod GUIs” debug setting on the standalone version by mistake? (F4 menu)
Yes apparently I did. Thank you for pointing this out
(note to myself: always check next time with a completely vanilla installation).
Thanks you!
- Sun Oct 12, 2025 2:03 pm
- Forum: Not a bug
- Topic: [2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
- Replies: 2
- Views: 593
[2.0.69] Different behavior on Linux with Steam and Full Release, GUI Items not working
I am playing a map-mod called Earth Maps with additional QoL mods.
https://mods.factorio.com/mod/EarthMaps
One feature of this mod is that it has pre-placed teleporter buildings and rocket silos at some of the major cities of earth.
The map version is one that also has multiple teams (implemented ...
https://mods.factorio.com/mod/EarthMaps
One feature of this mod is that it has pre-placed teleporter buildings and rocket silos at some of the major cities of earth.
The map version is one that also has multiple teams (implemented ...
- Sun Oct 12, 2025 12:58 pm
- Forum: Ideas and Suggestions
- Topic: please allow the player to read the fuel count of burner mining drills
- Replies: 4
- Views: 1403
Re: please allow the player to read the fuel count of burner mining drills
+1
Our use-case: We are working on an Any% Multiplayer Speedrun, and would like to continue getting value out of the "Coal Snake" Burner Miners, which we have already "paid for" with resources.
Unfortunately they cannot be automated :o in our intended way for the purpose of extract coal from their ...
Our use-case: We are working on an Any% Multiplayer Speedrun, and would like to continue getting value out of the "Coal Snake" Burner Miners, which we have already "paid for" with resources.
Unfortunately they cannot be automated :o in our intended way for the purpose of extract coal from their ...
- Wed Jan 08, 2025 5:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
- Replies: 4
- Views: 4161
Re: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
Thank you!
Could you please give a hint what triggers this, so I can avoid doing that until the next release?
Could you please give a hint what triggers this, so I can avoid doing that until the next release?
- Sun Jan 05, 2025 2:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
- Replies: 4
- Views: 4161
Re: [2.0.28] Crash deleting surface (InfiniteVector.hpp)
from what I can see in the mod's lua code is this `expedition.abandon_expedition` being executed when the "Abandon expedition" button was pressed which caused my crash:
function expedition.abandon_expedition(player)
local expedition_surface = game.surfaces[player.force.name .. "_expedition ...
function expedition.abandon_expedition(player)
local expedition_surface = game.surfaces[player.force.name .. "_expedition ...
- Sat Jan 04, 2025 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
- Replies: 4
- Views: 4161
[Rseding91] [2.0.28] Crash deleting surface (InfiniteVector.hpp)
We were testing a new mod with Trupen on a Multiplayer server.
I run on Linux, others run on Windows. My game crashed, the others didnt.
It happened twice, but when we tried to reproduce, we could not.
From the clip I got from twitch is seems to have happened when I teleported to a surface that was ...
I run on Linux, others run on Windows. My game crashed, the others didnt.
It happened twice, but when we tried to reproduce, we could not.
From the clip I got from twitch is seems to have happened when I teleported to a surface that was ...
- Mon Nov 04, 2024 9:51 pm
- Forum: Duplicates
- Topic: [2.0.14] Asteroid collector stuck at Disabled by control behavior even when wire is disconnected
- Replies: 1
- Views: 1426
[2.0.14] Asteroid collector stuck at Disabled by control behavior even when wire is disconnected
I got an asteroid collector hooked up with a wire and set a filter condition. see picture below.
It does set filter according to what the wire carries. (the current wire connection does not really make a sense, its just for demonstration)
Screenshot_20241104_223017.png
When the wire is ...
It does set filter according to what the wire carries. (the current wire connection does not really make a sense, its just for demonstration)
Screenshot_20241104_223017.png
When the wire is ...
- Sun Nov 03, 2024 8:54 pm
- Forum: Duplicates
- Topic: [2.0.14] Cannot set separate decon planner for Huge Rocks containing coal
- Replies: 1
- Views: 547
[2.0.14] Cannot set separate decon planner for Huge Rocks containing coal
In 1.1 you could set decon planner for both types of rocks: small ones only yielding stone and huge rocks that also dropped coal.
The 2.0.x selection of Rock was reduced to one pickable element and includes both rock types.
Screenshot_20241103_214820.png
I assume it was changed so players would ...
The 2.0.x selection of Rock was reduced to one pickable element and includes both rock types.
Screenshot_20241103_214820.png
I assume it was changed so players would ...
- Sun Nov 03, 2024 8:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.14] Blueprint parameter is not replaced in req. chest if two recipe's ingredients are identical
- Replies: 1
- Views: 2226
[Kovarex] [2.0.14] Blueprint parameter is not replaced in req. chest if two recipe's ingredients are identical
I have a blueprint which is a set of 2 assemblers that share a blue chest in the middle (since shipping off-world is expensive), and is used as part of a bot-mall off-world.
This is the BP String:
0eNrFl92OmzAQhV+l8mUFVTD/UXvRPkPvqhUixCRWwWZts20U8e4dQ5YS8LLxpqsqN8bM+cYcj8fKGe2qljSCMoW2Z0QLziTa ...
This is the BP String:
0eNrFl92OmzAQhV+l8mUFVTD/UXvRPkPvqhUixCRWwWZts20U8e4dQ5YS8LLxpqsqN8bM+cYcj8fKGe2qljSCMoW2Z0QLziTa ...
- Fri Sep 13, 2024 1:35 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 53183
Re: Friday Facts #428 - Reactor & Logistics circuit control
Very nice, so much QoL!
I would only like to re-post the comments we made back in November 23 about the possibility to produce custom values for output other than 1 / Input count, the UI would also nicely allow it like this gimp'ed together image illustrates:
https://forums.factorio.com/viewtopic ...
I would only like to re-post the comments we made back in November 23 about the possibility to produce custom values for output other than 1 / Input count, the UI would also nicely allow it like this gimp'ed together image illustrates:
https://forums.factorio.com/viewtopic ...
- Fri Nov 10, 2023 12:40 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 183615
Re: Friday Facts #384 - Combinators 2.0
Hi.
First of all, mind blown, I was shedding a tear, so many new possibilities! :D
One thing I would highly recommend / request:
Add the possibility to output any other constant other than "1" and "Input count". How many times I have wanted to output a number other than 1, and had to restort to ...
First of all, mind blown, I was shedding a tear, so many new possibilities! :D
One thing I would highly recommend / request:
Add the possibility to output any other constant other than "1" and "Input count". How many times I have wanted to output a number other than 1, and had to restort to ...
- Tue Nov 07, 2023 7:48 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 101228
Re: Friday Facts #383 - Super force building
I wonder if you can soft-lock yourself by
not having bots,
picking up landfill behind you,
and placing all of it ahead of you
Since IIRC you need for example real concrete "in-hand" to hand-mine it the placed tiles...
You can add landfill to your toolbar and then select it from ...
- Fri Nov 03, 2023 3:53 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 101228
Re: Friday Facts #383 - Super force building
I wonder if you can soft-lock yourself by
- not having bots,
- picking up landfill behind you,
- and placing all of it ahead of you
- Fri Sep 29, 2023 12:42 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 236788
Re: Friday Facts #378 - Trains on another level
Can the player enter/exit the train when it's elevated or walk on the elevated tracks?
And can elevated trains collide with anything? like a spidertron for example
Player can exit/enter elevated trains fine. (It would be quite annoying otherwise)
They only collide with few entities, as stated ...
- Fri Sep 08, 2023 12:19 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 469531
Re: Friday Facts #375 - Quality
There is actually a new achievement for having best legendary armor full of legendary equipment.
Hah, poor speedrunners. It will be interesting if 100% is still something that is achievable in a sane way in the expansion, like, what other achievement there will be :)
Also, can't wait for the ...
Hah, poor speedrunners. It will be interesting if 100% is still something that is achievable in a sane way in the expansion, like, what other achievement there will be :)
Also, can't wait for the ...
- Fri Sep 08, 2023 12:15 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 134868
Re: Friday Facts #374 - Smarter robots
Just out of curiosity, since now bots tend to diverge towards the target roboport:
If the robot network is a huge " U " shaped one, and the bots start flying from one end of the U towards the other end of the U, and the area between them is not charted (chunks not generated), will the bots' flying ...
If the robot network is a huge " U " shaped one, and the bots start flying from one end of the U towards the other end of the U, and the area between them is not charted (chunks not generated), will the bots' flying ...