Search found 73 matches

by fi5hii
Wed Nov 12, 2025 9:44 am
Forum: Ideas and Suggestions
Topic: Improved space platform pins
Replies: 4
Views: 463

Re: Improved space platform pins


Pinned Previews are centered upon the Pin location. If this is not the geometric center of your Platform then you can just place the Pin somewhere else. Or rebuild your ship to be “centered” around the Platform Hub entity.

Having the preview auto-align to somewhere other than where the Pin was ...
by fi5hii
Wed Nov 12, 2025 9:07 am
Forum: Ideas and Suggestions
Topic: QoL: remember tile and map settings between sessions
Replies: 7
Views: 622

Re: QoL: remember tile and map settings between sessions


So even though it save the settings, it starts every session in default mode? ...Why would that even be a thing?


It does remember it through sessions what I'm saying is you maybe click alt unknowingly and toggle it back to default from the alt view. It happened to me a lot when I got a new ...
by fi5hii
Tue Nov 11, 2025 9:48 pm
Forum: Duplicates
Topic: [2.0.72] unaligned "going to space" screen on mac
Replies: 3
Views: 411

Re: [2.0.72] unaligned "going to space" screen on mac

Loewchen wrote: Tue Nov 11, 2025 9:37 pm See 118904, post log and save please.
Ah I see, thank you. It happens on every save so I think that's irrelevant but here's the log file:
factorio-current.log
(8.28 KiB) Downloaded 30 times
Also as a side note, it happens when dropping to a planet too. Thank you for your time :D
by fi5hii
Tue Nov 11, 2025 9:30 pm
Forum: Duplicates
Topic: [2.0.72] unaligned "going to space" screen on mac
Replies: 3
Views: 411

[2.0.72] unaligned "going to space" screen on mac

I'm playing on a 14" macbook pro m2 pro (screen resolution 3024 × 1964) and I saw that when I go to space and fully zoom out the clouds are not aligned with the screen when the launching animation is in progress so it looks like this:
Screenshot 2025-11-11 at 22.02.23.png
Screenshot 2025-11-11 at ...
by fi5hii
Tue Nov 11, 2025 8:10 pm
Forum: Ideas and Suggestions
Topic: QoL: remember tile and map settings between sessions
Replies: 7
Views: 622

Re: QoL: remember tile and map settings between sessions

The map settings stay saved. Are you maybe clicking alt on your map view? That's what toggles it between default and your settings.
by fi5hii
Tue Nov 11, 2025 7:45 pm
Forum: Ideas and Suggestions
Topic: Improved space platform pins
Replies: 4
Views: 463

Re: Improved space platform pins


The "Preview distance" for Pinned location where it switches between Sprite- and Chart-style rendering depends upon the "UI Scale" setting (Automatic / Pixels / Points), and the Resolution of the game window.

Try adjusting these parameters a bit, you may find something that works for you. Good ...
by fi5hii
Tue Nov 11, 2025 2:42 pm
Forum: Ideas and Suggestions
Topic: Improved space platform pins
Replies: 4
Views: 463

Improved space platform pins

TL;DR
Improved pins of space platforms to match the "preview" windows.

What?
The pins are one of my favorite ways to take a quick glance at a space platform but in my opinion they lack one very important feature that is already in the game and that is the full ship fitting into the pin. That ...
by fi5hii
Fri Nov 07, 2025 11:33 pm
Forum: Not a bug
Topic: [2.0.72] ghosted assemblers show wrong stats
Replies: 2
Views: 258

Re: [2.0.72] ghosted assemblers show wrong stats

Alright, thank you for your time!
by fi5hii
Fri Nov 07, 2025 7:24 pm
Forum: Not a bug
Topic: [2.0.72] ghosted assemblers show wrong stats
Replies: 2
Views: 258

[2.0.72] ghosted assemblers show wrong stats

The ghosted assemblers with modules don't show the correct amounts used/crafted per second and keep the "non moduled" numbers as well as the not moduled energy consumption.
Ghosted assemblers without and with modules both showing the same amounts:
Screenshot 2025-11-07 at 20.05.23.png Screenshot ...
by fi5hii
Tue Oct 28, 2025 12:19 am
Forum: Fixed for 2.1
Topic: [Lou][2.0.72] Force stamp doesn't replace modules in editor
Replies: 1
Views: 298

[Lou][2.0.72] Force stamp doesn't replace modules in editor

When force stamping an assembler 3 over an assembler 2 in editor it doesn't replace the modules that used to be in assembler 2 with the ones that are in the force stamp of assembler 3.
Here are the starting two assemblers:
starting.png
Then after copying and force stamping this would be the ...
by fi5hii
Sat Oct 25, 2025 1:16 pm
Forum: Not a bug
Topic: [2.0.72] Captive biter spawner not upgradable
Replies: 4
Views: 374

Re: [2.0.72] Captive biter spawner not upgradable

Rseding91 wrote: Sat Oct 25, 2025 12:25 pm That is intended because robots can not mine the old entity and so it’s not upgradable via robots.
Even tho the player doesn't have to mine it or destroy it to place a higher quality one over an existing spawner?
by fi5hii
Sat Oct 25, 2025 10:33 am
Forum: Not a bug
Topic: [2.0.72] Captive biter spawner not upgradable
Replies: 4
Views: 374

Re: [2.0.72] Captive biter spawner not upgradable

Hurkyl wrote: Sat Oct 25, 2025 10:10 am Can you even do this manually?
Yeah you can, here's the video:
2025-10-25 12-32-26.mp4
(21.33 MiB) Downloaded 41 times
by fi5hii
Sat Oct 25, 2025 10:07 am
Forum: Not a bug
Topic: [2.0.72] Captive biter spawner not upgradable
Replies: 4
Views: 374

[2.0.72] Captive biter spawner not upgradable

The captive biter spawner is missing from the upgrade planner and it can't be dragged from inventory to the upgrade planner either.
10-25-2025, 11-57-16.png
This would be very useful for upgrading the quality of the captive nests like you can do with other stuff and an upgrade planner
10-25-2025 ...
by fi5hii
Thu Oct 16, 2025 11:39 pm
Forum: Duplicates
Topic: [2.0.71] Undoing deconstruction adds extra green wire
Replies: 1
Views: 242

[2.0.71] Undoing deconstruction adds extra green wire

When deconstructing a combinator then undoing the deconstruction an extra green wire appears that wasn't there before deconstruction.
Original setup and deconstruction zone:
10-17-2025, 01-35-22.png
10-17-2025, 01-35-22.png (498.95 KiB) Viewed 242 times
Result:
10-17-2025, 01-31-51.png
10-17-2025, 01-31-51.png (506.8 KiB) Viewed 242 times
VIDEO:
2025-10-17 01-27-55.mp4
(16.55 MiB) Downloaded 34 times
by fi5hii
Wed Oct 15, 2025 8:16 pm
Forum: Bug Reports
Topic: [2.0.70] 1 underground belt not enough for smart belt dragging
Replies: 0
Views: 221

[2.0.70] 1 underground belt not enough for smart belt dragging

So I encountered this while trying to smart belt through a line of already placed belts.
there was supposed to be an underground belt placed before and after, I only had one underground belt in inventory but in the placement it said I don't have enough of them even though I only needed one to ...
by fi5hii
Mon Oct 13, 2025 9:27 am
Forum: Duplicates
Topic: [2.0.69] dotted pipeline not recoloring
Replies: 1
Views: 258

[2.0.69] dotted pipeline not recoloring

After clearing a pipe of its contents the color of the dotted pipeline stays as if that fluid was still present and doesn't reset to default.
Screenshot with the empty pipe and dotted line colored blue (cleared water from the pipe):
Screenshot 2025-10-13 at 11.07.45.png
The expected behaviour for ...
by fi5hii
Thu Oct 02, 2025 5:32 pm
Forum: Gameplay Help
Topic: Smart Splitter Experiments
Replies: 10
Views: 2445

Re: Smart Splitter Experiments


It should be easy enough to do a N:M split with a single decider in accumulation mode. Splitter goes left when count < N, right when >= N, and decider resets when count >= N + M. I've probably got some off-by-one errors in this logic, but the principle seems solid.


I made this:
10-02-2025, 19 ...
by fi5hii
Thu Oct 02, 2025 3:41 pm
Forum: Not a bug
Topic: [2.0.69] splitter not resetting output side with "set filters"
Replies: 4
Views: 511

Re: [2.0.69] splitter not resetting output side with "set filters"

robot256 wrote: Thu Oct 02, 2025 2:56 pm It would be great if you post your idea for where smart splitters can be useful to this thread: viewtopic.php?t=130999
added it there with my current "fix"
by fi5hii
Thu Oct 02, 2025 3:40 pm
Forum: Gameplay Help
Topic: Smart Splitter Experiments
Replies: 10
Views: 2445

Re: Smart Splitter Experiments

Continuing from splitter not resetting output side with "set filters" (declared not a bug)

There is currently no way to set the priority output back to middle when the "set filter" is checked (to basically choose when you want the splitter to act like a normal splitter and when to act like a ...
by fi5hii
Thu Oct 02, 2025 1:47 pm
Forum: Not a bug
Topic: [2.0.69] splitter not resetting output side with "set filters"
Replies: 4
Views: 511

Re: [2.0.69] splitter not resetting output side with "set filters"


Given that there is no rationale provided explaining why the current behavior is a bug and the bug report is only describing current behavior, since the current behavior is working exactly as i intended it to work (no clearing output side when set filter is used since that would make splitter no ...

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