Search found 96 matches
- Mon Aug 03, 2026 2:36 pm
- Forum: Technical Help
- Topic: [2.0.72] Random flashing rectangles when decoratives are on
- Replies: 7
- Views: 2912
Re: [2.0.72] Random flashing rectangles when decoratives are on
Okay, I repasted my CPU a week ago (nothing else was using thermal paste). And dusted it; there was more dust than I expected. The graphical glitches are still there (flashing rectangles as above, and I also found a video on Discord that looks fine on my phone, but not on my laptop), but hopefully ...
- Thu Jul 30, 2026 1:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 30
- Views: 13982
Re: Wider quickbar
In Factorio 2.1 there's a secret setting to increase the quickbar width. See https://www.reddit.com/r/factorio/comme ... bar_width/
- Wed Jun 24, 2026 12:16 pm
- Forum: Technical Help
- Topic: [2.0.72] Random flashing rectangles when decoratives are on
- Replies: 7
- Views: 2912
Re: [2.0.72] Random flashing rectangles when decoratives are on
I do want to repaste (or thermal pad?) my CPU+GPU a bit further into the summer break. I disabled the fan control program I was previously using to delay the onset of the fans spinning up (probably dumb of me to use that, but I thought I kept it within safe limits), so I don't think it's of ...
- Tue Jun 16, 2026 12:41 pm
- Forum: Technical Help
- Topic: [2.0.72] Random flashing rectangles when decoratives are on
- Replies: 7
- Views: 2912
Re: [2.0.72] Random flashing rectangles when decoratives are on
To follow up on this, I still get the flashing rectangles with that particular save if "show decoratives" is on, but I also (very rarely) see a flashing rectangle appear outside Factorio, even when just doing normal stuff with my laptop, so I think there's an issue with my graphics card, possibly ...
- Tue May 26, 2026 2:08 pm
- Forum: Outdated/Not implemented
- Topic: Restore inserter-to-splitter item throughput to 1.1 speeds
- Replies: 2
- Views: 1683
Re: Restore inserter-to-splitter item throughput to 1.1 speeds
For loading splitters/belts from mining drills, there is a workaround with circuit conditions:
https://www.reddit.com/r/factorio/comments/1r9dy7v/full_belt_from_mining_drills
Add a belt before the splitter (which is being loaded by the miner) and connect it to the miner. Set the belt to read all ...
https://www.reddit.com/r/factorio/comments/1r9dy7v/full_belt_from_mining_drills
Add a belt before the splitter (which is being loaded by the miner) and connect it to the miner. Set the belt to read all ...
- Tue Jan 27, 2026 7:07 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 526
- Views: 472004
Re: 3 and 4 way intersections
There is spreadsheet at https://docs.google.com/spreadsheets/d/1p7XRA4jIjK3tszJMIE_DlHvRJmQvp_6RukfNdcuwuPs/edit?usp=drivesdk but I don't think it's updated.
And if you check the first post in this thread the intersections should be there as well, but since we're discussing new categories it isn't ...
And if you check the first post in this thread the intersections should be there as well, but since we're discussing new categories it isn't ...
- Mon Jan 19, 2026 1:29 pm
- Forum: Technical Help
- Topic: [2.0.73]Is normal blueprint library can't work in previous version ?
- Replies: 5
- Views: 4253
Re: [2.0.73]Is normal blueprint library can't work in previous version ?
My advice is to never downgrade Factorio versions.
It happened to me as well, I used viewtopic.php?t=94427 to get my blueprints back (had to put everything in the same blueprint book though).
It happened to me as well, I used viewtopic.php?t=94427 to get my blueprints back (had to put everything in the same blueprint book though).
- Wed Jan 14, 2026 4:37 pm
- Forum: Technical Help
- Topic: [2.0.72] Random flashing rectangles when decoratives are on
- Replies: 7
- Views: 2912
Re: [2.0.72] Random flashing rectangles when decoratives are on
Oops I also posted this one incorrectly, I meant to post this as a bug report. Can it be moved?
Edit: Seems like Technical Help was the right forum all along.
Unless there's some memory leak in Factorio that's causing this, in which case the flashing rectangles wouldn't appear outside the game if ...
Edit: Seems like Technical Help was the right forum all along.
Unless there's some memory leak in Factorio that's causing this, in which case the flashing rectangles wouldn't appear outside the game if ...
- Wed Jan 14, 2026 4:36 pm
- Forum: Technical Help
- Topic: [2.0.72] Crash saving "FlowStatistics history max_size (4281479473) does not match expected size"
- Replies: 2
- Views: 2202
Re: [2.0.72] Crash saving "FlowStatistics history max_size (4281479473) does not match expected size"
Oops, I mean to post this as a bug report. Can it be moved?
- Wed Jan 14, 2026 4:13 pm
- Forum: Technical Help
- Topic: [2.0.72] Crash saving "FlowStatistics history max_size (4281479473) does not match expected size"
- Replies: 2
- Views: 2202
[2.0.72] Crash saving "FlowStatistics history max_size (4281479473) does not match expected size"
I was playing the game when it crashed while auto-saving. I have attached the autosave, previous autosave, dump, and log.
After Factorio crashed, I restarted it and continued playing from the previous autosave. I increased the autosave frequency from per 5 min to once per minute, but no further ...
After Factorio crashed, I restarted it and continued playing from the previous autosave. I increased the autosave frequency from per 5 min to once per minute, but no further ...
- Wed Jan 14, 2026 4:06 pm
- Forum: Technical Help
- Topic: [2.0.72] Random flashing rectangles when decoratives are on
- Replies: 7
- Views: 2912
[2.0.72] Random flashing rectangles when decoratives are on
Steps to reproduce:
1. Load the attached save file.
2. Make sure "show decoratives" is on.
3. Make sure you are underground.
What happens:
Small colored rectangles appear on the screen briefly at random positions. They continue flashing/blinking when the game is paused, and zooming out let's you ...
1. Load the attached save file.
2. Make sure "show decoratives" is on.
3. Make sure you are underground.
What happens:
Small colored rectangles appear on the screen briefly at random positions. They continue flashing/blinking when the game is paused, and zooming out let's you ...
- Sat Jan 10, 2026 8:15 pm
- Forum: Ideas and Suggestions
- Topic: Tier color-coding
- Replies: 2
- Views: 1307
Re: Tier color-coding
Huh, makes sense that it is intentional. Different colors can also help to find things more quickly in the factory (assuming the player has played enough Factorio, and tends to use a consistent tier of buildings).
Also, as to thing X (refinery, train...) not having a higher tier, I like to think ...
Also, as to thing X (refinery, train...) not having a higher tier, I like to think ...
- Fri Jan 09, 2026 11:07 am
- Forum: General discussion
- Topic: Unit tests deep dive please!
- Replies: 3
- Views: 1904
Re: Unit tests deep dive please!
Those aren't unit tests, they are integration tests.Makka77 wrote: Fri Feb 28, 2025 12:32 am Ever since the FFF with this video...
https://www.youtube.com/watch?v=CgMV2dFFdFE
- Thu Jan 08, 2026 2:54 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 19
- Views: 5672
Re: LuaCircuitNetwork.signals_changed
An event on_signals_changed is not the same as a readable value /attribute is_signals_changed, I thought this thread was about the latter.
- Thu Jan 08, 2026 2:04 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 19
- Views: 5672
Re: LuaCircuitNetwork.signals_changed
I'm pretty sure this request won't change that. You'll still have to check the value of is_circuit_network_changed every tick, it's not an event.Hares wrote: Thu Jan 08, 2026 8:38 am However, the whole purpose for this request is to not perform on_tick events for each monitored network.
- Tue Jan 06, 2026 11:20 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Wildcards not syncing with cargo-types in train
- Replies: 4
- Views: 2153
Re: [2.0.55] Wildcards not syncing with cargo-types in train
One problem I see is that you use the any-fuel wildcard, but want it to react to the train's cargo. I don't think this will work (this was also mentioned in the other thread.).
Also, can you confirm that the triple-wildcard interrupt works if you don't use dynamic train stop limits or priority ...
Also, can you confirm that the triple-wildcard interrupt works if you don't use dynamic train stop limits or priority ...
- Mon Jan 05, 2026 6:32 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 19
- Views: 5672
Re: LuaCircuitNetwork.signals_changed
Any chance for Factorio 2.1?
- Wed Dec 31, 2025 9:23 pm
- Forum: Technical Help
- Topic: Server startup error: Duplicate mod elevated-rails.
- Replies: 4
- Views: 1501
Re: Server startup error: Duplicate mod elevated-rails.
Thanks for the reply. I found a workaround by editing the info.json so that one of the mods isn't loaded (insert extra semicolon somewhere).
- Wed Dec 31, 2025 8:58 pm
- Forum: Technical Help
- Topic: Server startup error: Duplicate mod elevated-rails.
- Replies: 4
- Views: 1501
Re: Server startup error: Duplicate mod elevated-rails.
I get the same error without using Docker, is there a way to solve this? I would like to keep multiple versions of the mod in the mod folder, like you can do with normal mods.
- Tue Dec 30, 2025 7:29 pm
- Forum: Not a bug
- Topic: [2.0.72] Curved rail collides with belt
- Replies: 1
- Views: 416
[2.0.72] Curved rail collides with belt
Minor issue, but the collision box for the new curved rail is offset to one side too much imo. Looking at the gravel, it seems like the underground belt should be fine there, and the edge on of the collision box below the rail is a lot closer to it than above.
afbeelding.png
The underground belt ...
afbeelding.png
The underground belt ...