Search found 49 matches
- Mon Jun 16, 2025 2:58 pm
- Forum: Bug Reports
- Topic: [2.0.55] Random gaps between items on belts created for inserters to drop into
- Replies: 4
- Views: 575
Re: [2.0.55] Random gaps between items on belts created for inserters to drop into
I have also noticed this in my attempt at pymods, where doing prioritization without splitters is important in the early game. I was surprised to need to add belts and do side loading, not being able to rely on inserters to be lower priority than items already on a full belt.
I don't think ...
- Mon Jun 16, 2025 1:46 pm
- Forum: Bug Reports
- Topic: [2.0.55] Random gaps between items on belts created for inserters to drop into
- Replies: 4
- Views: 575
- Mon Jun 16, 2025 12:12 pm
- Forum: Bug Reports
- Topic: [2.0.55] Random gaps between items on belts created for inserters to drop into
- Replies: 4
- Views: 575
[2.0.55] Random gaps between items on belts created for inserters to drop into
https://cdn.imgchest.com/files/yd5cel69br4.mp4
Some testing with debug visuals
https://cdn.imgchest.com/files/ye3c23mwbz4.mp4
https://cdn.imgchest.com/files/4gdcxrqwnq4.mp4
https://cdn.imgchest.com/files/yvdcwomzdwy.mp4
Save: https://drive.google.com/file/d/1omCZb90Rzgv4fjxyBTGA ...
Some testing with debug visuals
https://cdn.imgchest.com/files/ye3c23mwbz4.mp4
https://cdn.imgchest.com/files/4gdcxrqwnq4.mp4
https://cdn.imgchest.com/files/yvdcwomzdwy.mp4
Save: https://drive.google.com/file/d/1omCZb90Rzgv4fjxyBTGA ...
- Fri May 16, 2025 3:07 pm
- Forum: Implemented mod requests
- Topic: LuaRendering.draw_on_map
- Replies: 31
- Views: 13162
Re: LuaRendering.draw_on_map
+1. Just look at the sheer fucking number of established modders that have replied in this thread, the amount of mods that'd benefit from this would've been huge.

ahem ahem
- Sun Mar 30, 2025 1:00 pm
- Forum: Not a bug
- Topic: [raiguard][2.0.41] Smart pipe dragging replaces existing pipe of other type
- Replies: 5
- Views: 567
Re: [2.0.41] Smart pipe dragging replaces an already placed pipe with another if you're pipeweaving with two different p
Why does it say "Maximum filesize per attachment: 1 GiB" when in reality it's "Upload files <30MB as direct forum attachment"??
Save: https://drive.google.com/file/d/1THs1Cp ... sp=sharing
Save: https://drive.google.com/file/d/1THs1Cp ... sp=sharing
- Sun Mar 30, 2025 12:54 pm
- Forum: Not a bug
- Topic: [raiguard][2.0.41] Smart pipe dragging replaces existing pipe of other type
- Replies: 5
- Views: 567
- Sat Mar 29, 2025 11:29 pm
- Forum: Not a bug
- Topic: [raiguard][2.0.41] Smart pipe dragging replaces existing pipe of other type
- Replies: 5
- Views: 567
- Thu Feb 06, 2025 6:00 pm
- Forum: Not a bug
- Topic: [2.0.32] Selection drag tool is unable to select different entities in the same tile row
- Replies: 2
- Views: 269
- Thu Feb 06, 2025 5:52 pm
- Forum: Not a bug
- Topic: [2.0.32] Selection drag tool is unable to select different entities in the same tile row
- Replies: 2
- Views: 269
[2.0.32] Selection drag tool is unable to select different entities in the same tile row
In 1.1 the selection drag tool was based on the entity collision box which made it very convenient and useful for selecting and moving rows of pipes without also moving the entities in the same tile row (among other stuff). It was a very nice "smart" QoL feature.
https://i.imgur.com/IDD1dwq.jpeg ...
https://i.imgur.com/IDD1dwq.jpeg ...
- Sun Feb 02, 2025 4:49 pm
- Forum: Duplicates
- Topic: [2.0.32] When stopped at a curved rail wagon's sprite doesn't open up despite inserters being able to unload it
- Replies: 1
- Views: 220
[2.0.32] When stopped at a curved rail wagon's sprite doesn't open up despite inserters being able to unload it
From what I understand, wagons are suppose to the be closed when inserters are unable to unload them and open when stopped at a station ready for unload, however when a part of a wagon is partially stopped on a curved rail the graphics aren't opening up despite inserters being able to take stuff ...
- Sat Jan 04, 2025 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 31
- Views: 5100
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1 for the suggestion but the topic doesn't propose a good solution to the problem in the title. you don't want locked/unresearched recipes to be hidden, in big overhauls you want to see both unlocked and locked recipes, you just need to see which is which. for example, when i unlock a new t2 recipe ...
- Fri Dec 20, 2024 1:59 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.25] Infinity pipe doesn't show picked liquid when placed as a ghost on the game's surface
- Replies: 3
- Views: 734
Re: [2.0.25] Infinity pipe doesn't show picked liquid when placed as a ghost on the game's surface
Thank you very much, this will improve at least my workflow in the game a lotRseding91 wrote: Thu Dec 19, 2024 7:11 pm Infinity pipe ghosts never showed any fluid filter so this is actually a feature request. But it seems harmless enough and is simple to do, so I'll add it for the next release.
- Thu Dec 19, 2024 1:15 pm
- Forum: Not a bug
- Topic: [2.0.27] Shortcut bar icons inconsistent with tool icons
- Replies: 7
- Views: 904
Re: [2.0.27] Shortcut bar icons inconsistent with tool icons
Just look at the other icons in that factoriopedia tab
They're all screenshots of game entites
Which is no longer appropriate as they are not items anymore
First of all, circuit wires are still items as they appear/materialize in the game world (and they aren't those thick outlined things that ...
They're all screenshots of game entites
Which is no longer appropriate as they are not items anymore
First of all, circuit wires are still items as they appear/materialize in the game world (and they aren't those thick outlined things that ...
- Thu Dec 19, 2024 12:53 pm
- Forum: Not a bug
- Topic: [2.0.27] Shortcut bar icons inconsistent with tool icons
- Replies: 7
- Views: 904
Re: [2.0.27] Shortcut bar icons inconsistent with tool icons
New icons suck btw, very out of place and ugly minimalistic design that isn't present anywhere else in the game or its other icons. Nothing like completely redesigning a thing people being using for the past 5 years just for the sake of it.
- Thu Dec 19, 2024 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.25] Infinity pipe doesn't show picked liquid when placed as a ghost on the game's surface
- Replies: 3
- Views: 734
[2.0.25] Infinity pipe doesn't show picked liquid when placed as a ghost on the game's surface
In the blueprint sandbox mod both infinity loader and infinity pipe show their filters
397178954-c514abfe-2f0b-4f91-8dc.jpg
However when pasted into the game's surface as ghosts pipe's chosen liquid filter doesn't show anymore (which is pretty annoying cos those filter icons serve as indicators ...
397178954-c514abfe-2f0b-4f91-8dc.jpg
However when pasted into the game's surface as ghosts pipe's chosen liquid filter doesn't show anymore (which is pretty annoying cos those filter icons serve as indicators ...
- Tue Nov 12, 2024 6:32 pm
- Forum: Pending
- Topic: [2.0.15] Stopped getting ALL alerts
- Replies: 3
- Views: 589
Re: [2.0.15] Stopped getting ALL alerts
Hello,
Can you provide your save game?
https://drive.google.com/file/d/1F0x2T_O-XZJ1_rwWUd0ekOPGFwfl8oac/view?usp=sharing
I couldn't replicate the bug but I have a suspicion that is has something to do with the empty mod GUI toolbox (top left corner on my 1st and 3rd screenshot) that has been ...
- Thu Nov 07, 2024 4:57 pm
- Forum: Minor issues
- Topic: [2.0.13] Thruster side panel doesn't fit screen on default UI scale
- Replies: 9
- Views: 2314
- Thu Nov 07, 2024 12:07 pm
- Forum: Not a bug
- Topic: [2.0.15] Can't go back to the 2.0.14 with a save from both 2.0.14 and 2.0.15
- Replies: 1
- Views: 475
[2.0.15] Can't go back to the 2.0.14 with a save from both 2.0.14 and 2.0.15
After updating to 2.0.15 I've caught a bug that makes the game pretty much unplayable (https://forums.factorio.com/viewtopic.php?f=7&t=120154&p=634244) but can't downgrade to 2.0.14 (to continue playing) and go back to my old or current save: the current save from 2.0.15 simply isn't loading on 2.0 ...
- Thu Nov 07, 2024 11:56 am
- Forum: Balancing
- Topic: Gleba is a problem
- Replies: 17
- Views: 20668
Re: Gleba is a problem
The planets should not be balanced for you going out of your way to rush for them and arriving with very little progress made on Nauvis. With that said tho, the game has almost a built-in easy mode - If any planet is too much of a hassle just make a good Nauvis base and send everything you need via ...
- Wed Nov 06, 2024 11:20 pm
- Forum: Pending
- Topic: [2.0.15] Stopped getting ALL alerts
- Replies: 3
- Views: 589
[2.0.15] Stopped getting ALL alerts
The GUI thingy isn't showing anymore. No sounds of things being destroyed/attacked either. If i wire a speaker I can hear it but no icon.
https://imgur.com/a/YOA6VVU You can see on the map i have unbuilt entities but no alert. Same for a wired speaker.
https://imgur.com/a/YOA6VVU You can see on the map i have unbuilt entities but no alert. Same for a wired speaker.