Search found 191 matches

by sarge945
Thu Aug 27, 2026 4:02 am
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 14904

Re: Version 2.1.13

FactorioBot wrote: Wed Aug 05, 2026 1:16 pm [space-age] Fulfilled platform construction requests will no longer block platform to platform transfers. (135042)
Thank you, thank you, thank you.

You truly are the king of kings!
by sarge945
Sat Aug 08, 2026 10:03 am
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 74
Views: 17568

Re: Friday Facts #445 - The Biters Bite Back

Now that we have radar alerts for biter spawns, it would be awesome if we could get radars to output "biters detected" to the circuit network
by sarge945
Mon Aug 03, 2026 11:06 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 172
Views: 409896

Re: You know you play Factorio too much when...


You find yourself half-awake in bed trying to plan the software changes for when your employer adopts quality modules.


Except in real life, when it comes to software, quality modules seem to work in reverse, and I've worked on some corporate software that seems like it has unlimited module ...
by sarge945
Sat Jul 25, 2026 12:53 pm
Forum: Ideas and Suggestions
Topic: "Read Missing Construction Requests" circuit output for Roboports
Replies: 0
Views: 197

"Read Missing Construction Requests" circuit output for Roboports

In much the same way that we have the "Read logistic network requests" output, I would love a "read missing construction requests" output, which will output what we're trying to build but lack the network contents for.

Use case: My base on Vulcanus needs certain items shipped in periodically, as I ...
by sarge945
Mon Jul 20, 2026 4:53 am
Forum: Releases
Topic: Version 2.1.9
Replies: 34
Views: 24357

Re: Version 2.1.9




The relevant FFF quote is

Even when overdelivering some items, the algorithm can still fail to find a complete batch due to our sorting constraints. It usually happens when you don't have enough supply in your logistic network. The logic hopes that missing items will be produced eventually ...
by sarge945
Sun Jul 19, 2026 2:38 am
Forum: Releases
Topic: Version 2.1.9
Replies: 34
Views: 24357

Re: Version 2.1.9


The relevant FFF quote is

Even when overdelivering some items, the algorithm can still fail to find a complete batch due to our sorting constraints. It usually happens when you don't have enough supply in your logistic network. The logic hopes that missing items will be produced eventually and ...
by sarge945
Sat Jul 18, 2026 5:15 pm
Forum: Not a bug
Topic: [2.1.11] Wrong bot colours
Replies: 3
Views: 323

Re: [2.1.11] Wrong bot colours

Rseding91 wrote: Sat Jul 18, 2026 5:12 pm Thanks for the report. You clicked the "hide tall entities" button on the toolbar and or or in the tools menu on the quickbar. If you click it again it turns it off.
Oh, I am dumb. Oops
by sarge945
Sat Jul 18, 2026 5:08 pm
Forum: Not a bug
Topic: [2.1.11] Wrong bot colours
Replies: 3
Views: 323

[2.1.11] Wrong bot colours

07-19-2026, 03-04-59.png

For some reason, logistics and construction bots seem to have the wrong colours and are transparent.

This only started happening recently, they were fine until randomly they broke 10 minutes ago.

I am using a save with a lot of mods, unfortunately, so debugging it is ...
by sarge945
Fri Jul 17, 2026 2:30 am
Forum: Modding interface requests
Topic: Enable/Disable space platforms sending items to each other
Replies: 1
Views: 199

Enable/Disable space platforms sending items to each other

I want to make a mod that limits space platforms to only send items to other platforms if you have a research unlocked.

It would be nice to have a setting where we could set per-force if inter-platform logistics are enabled or not.
by sarge945
Thu Jul 16, 2026 4:33 pm
Forum: Balancing
Topic: Transferring between space platforms
Replies: 5
Views: 1700

Transferring between space platforms

For anyone who doesn't know, with the new experimental 2.1 update you can now transfer items directly between space platforms.

Previously, you had to send items back down to the planet and then launch them back up again with a rocket to get them from platform A to platform B.

While I personally ...
by sarge945
Thu Jul 16, 2026 4:24 pm
Forum: Ideas and Suggestions
Topic: [2.1] Clear "Auto request missing construction materials" in patforms after some time
Replies: 3
Views: 363

Re: [2.1] Clear "Auto request missing construction materials" in patforms after some time

I already made a similar thread about this and I concluded that the current system is VERY confusing - one checkbox can essentially block the other, which is NOT how checkboxes work.
by sarge945
Wed Jul 15, 2026 5:08 am
Forum: Ideas and Suggestions
Topic: Add "pin" button for Cars and Tanks
Replies: 3
Views: 399

Add "pin" button for Cars and Tanks

Space Platforms have a "pin" button in their title bar, next to the close button.

This button should be added to Cars and Tanks as well, as they are commonly pinned, and the Alt-Rightclick shortcut isn't really documented anywhere outside of the keyboard controls.

This is just a minor QoL change.
by sarge945
Tue Jul 14, 2026 2:51 pm
Forum: Not a bug
Topic: [2.1.10] LuaPlayer::toggle_menu_leaves_remote_view doesn't work properly when inside a space platform
Replies: 2
Views: 311

Re: [2.1.10] LuaPlayer::toggle_menu_leaves_remote_view doesn't work properly when inside a space platform


Thanks for the report however this it not a bug. It is not "toggle_menu_locks_the_player_to_the_remote_view_surface_they're_on". It will also leave remote driving of cars and close the space map.


This absolutely is a bug, you seem to fundamentally misunderstand what I'm talking about. I'm ...
by sarge945
Tue Jul 14, 2026 2:24 pm
Forum: Not a bug
Topic: [2.1.10] LuaPlayer::toggle_menu_leaves_remote_view doesn't work properly when inside a space platform
Replies: 2
Views: 311

[2.1.10] LuaPlayer::toggle_menu_leaves_remote_view doesn't work properly when inside a space platform

disabling LuaPlayer::toggle_menu_leaves_remote_view allows us to use the main menu freely with the escape key without leaving remote view, with leaving remote view being tied to the "toggle remote view" key only.

This works fine when it's possible to leave remote view, but when we're in a place ...
by sarge945
Tue Jul 14, 2026 2:18 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.10] Space Platforms don't supply other platforms when "Auto request construction materials" is turned on
Replies: 7
Views: 2184

Re: [2.1.10] Space Platforms don't supply other platforms when "Auto request missing construction materials" is turned o


Thanks for the report however this is not a bug. Platforms will not provide items that they have request filters for. It works this way otherwise as soon as items arrive for construction they would instantly get sent back to anyone requesting them.


I can understand why this is the case, but I ...
by sarge945
Tue Jul 14, 2026 12:09 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.10] Space Platforms don't supply other platforms when "Auto request construction materials" is turned on
Replies: 7
Views: 2184

[Klonan] [2.1.10] Space Platforms don't supply other platforms when "Auto request construction materials" is turned on

What did you do?

I have a space platform that produces space platform foundation in space for my other platforms

What happened?

I turned on "Auto request missing construction materials" on the platform

Now, every other platform with requests reads as "available on platform: 0"

What did you ...
by sarge945
Tue Jul 14, 2026 7:58 am
Forum: Releases
Topic: Version 2.1.10
Replies: 7
Views: 9014

Re: Version 2.1.10

Okay I've been playing around with the new LuaPlayer::toggle_menu_leaves_remote_view function, and it turns out it doesn't work properly if you're inside a space platform.

When the value is set to FALSE, escape will open and close the menu as it should most of the time, but if you're currently on ...
by sarge945
Tue Jul 14, 2026 7:49 am
Forum: Resolved Problems and Bugs
Topic: [2.1.9] on_gui_closed event not fired when blueprint is closed
Replies: 6
Views: 847

Re: [2.1.9] on_gui_closed event not fired when blueprint is closed

Rseding91 wrote: Tue Jul 14, 2026 7:11 am Remote view is not a GUI though.
Is there any way for a script to fire an event when the player opens/closes remote view, similar to opening any other GUI? If not, perhaps there should be?
by sarge945
Tue Jul 14, 2026 4:15 am
Forum: Not a bug
Topic: [2.1] Asteroids disappear behind planet renders
Replies: 1
Views: 277

[2.1] Asteroids disappear behind planet renders

I think there's a layering issue with the new planet renders for space platforms.

Some of the asteroids can disappear behind the planet.

I'm not sure if this is intentional, but it looks very wrong.

I've attached a video to show what I mean:
by sarge945
Tue Jul 14, 2026 3:19 am
Forum: Releases
Topic: Version 2.1.10
Replies: 7
Views: 9014

Re: Version 2.1.10

FactorioBot wrote: Mon Jul 13, 2026 12:40 pm Added LuaPlayer::toggle_menu_leaves_remote_view read/write.
UNFATHOMLY BASED!

I've already created a mod based on this, and Remote View is MUCH better to use now!

https://mods.factorio.com/mod/BetterRemoteView

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