Search found 89 matches
- Wed Jan 14, 2026 4:37 pm
- Forum: Technical Help
- Topic: [2.0.72] Random flashing rectangles when decoratives are on
- Replies: 1
- Views: 91
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?
- 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: 92
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: 92
[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: 1
- Views: 91
[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: 782
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: 834
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: 16
- Views: 3842
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: 16
- Views: 3842
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: Bug Reports
- Topic: [2.0.55] Wildcards not syncing with cargo-types in train
- Replies: 2
- Views: 951
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: 16
- Views: 3842
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: 736
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: 736
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: 155
[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 ...
- Tue Dec 09, 2025 11:27 pm
- Forum: Ideas and Suggestions
- Topic: [Switch] split-screen multiplayer
- Replies: 4
- Views: 1102
Re: [Switch] split-screen multiplayer
Thanks for telling me. I've changed the thread title so its clearer. I didn't know that Switch-Switch local multiplayer existed since I don't play on the Switch much (I could have guessed, since I know the DS has it).
- Sun Nov 30, 2025 2:01 pm
- Forum: Ideas and Suggestions
- Topic: [Switch] split-screen multiplayer
- Replies: 4
- Views: 1102
[Switch] split-screen multiplayer
TL;DR
Add local multiplayer/coop to the Switch.
What?
In addition to the normal "single player" and "multiplayer" options in the start menu, add a "local multiplayer" option. Selecting this option allows 2-4 players to play Factorio on the same Switch device when it is docked by using multiple ...
Add local multiplayer/coop to the Switch.
What?
In addition to the normal "single player" and "multiplayer" options in the start menu, add a "local multiplayer" option. Selecting this option allows 2-4 players to play Factorio on the same Switch device when it is docked by using multiple ...
- Sat Nov 22, 2025 8:11 pm
- Forum: Minor issues
- Topic: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
- Replies: 5
- Views: 1861
Re: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
when it comes to setups involving side-loading, and splitters, and circular belts, there is no perfect "front" belt.
I don't quite see how side-loading and splitters preclude having a natural update order, but I agree that there's no way to fix looped belts. From what I understand, the lanes ...
- Fri Nov 21, 2025 5:53 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 516
- Views: 384770
Re: 3 and 4 way intersections
Since now the highest preforming intersections are now larger than 1.1 intersections and perform worse then the best 1.1 intersections.
The 2- and 4-lane bilevel 2.0 intersections have higher scores than the corresponding buffered pre-2.0 intersections, so what you said isn't quite true (for ...
- Thu Nov 20, 2025 8:08 pm
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 868
Re: [2.0.72] Unpaired underground exit becomes entrance when pasted
Sad, but thanks for considering it.
I have found a workaround that seems to work: super-force-build the blueprint on top of the ghosts after placing it once.
I have found a workaround that seems to work: super-force-build the blueprint on top of the ghosts after placing it once.
- Thu Nov 20, 2025 10:35 am
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 868
Re: [2.0.72] Unpaired underground exit becomes entrance when pasted
Thanks for explaining. Is it a simple solution/improvement to change the collection order for blueprint-making so that unpaired undergrounds come after all paired undergrounds in the blueprint? (Or before, if the ghosts are placed in the reverse order.)
Of course I don't know how hard this would be ...
Of course I don't know how hard this would be ...
- Wed Nov 19, 2025 10:18 pm
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 868
Re: [2.0.72] Unpaired underground exit becomes entrance when pasted
Not precisely, I think the main problem is that of the two blueprint pairs posted, one of each pair always works, while the other never works, and that it is possible to transform the working versions into a non-working version by repeated pasting and copying.
Here I define working as:
a) the ...
Here I define working as:
a) the ...