Search found 29 matches

by pentaquark
Mon Aug 17, 2026 6:11 am
Forum: Assigned
Topic: [Kovarex] [2.0.72] Underground belt gets instantly destroyed when upgrading with smart belt dragging
Replies: 9
Views: 2820

Re: [Kovarex] [2.0.72] Underground belt gets instantly destroyed when upgrading with smart belt dragging

I found a simple instance of this bug (in 2.1.14) that doesn't involve a splitter. There's 4 possible combinations of (new belt facing left/right, new belt started from left/right of existing belts), and 3 of those combinations trigger the bug.

Screenshot from 2026-08-16 23-01-08.png Screenshot ...
by pentaquark
Sat Aug 15, 2026 12:02 am
Forum: Minor issues
Topic: [2.1.9] Factoripedia "Show Unresearched" toggle does not work while paused
Replies: 2
Views: 338

Re: [2.1.9] Factoripedia "Show Unresearched" toggle does not work while paused

This issue also occurs when toggling "show unresearched" after opening Factoriopedia from the technology screen (which pauses the game while it's open). This is probably more common than pausing the game with the pause key; not sure if it's common enough for this to be worth fixing though.
by pentaquark
Wed Aug 05, 2026 6:18 pm
Forum: Resolved Problems and Bugs
Topic: [2.1] Requesting beacon upgrade doesn't display potential crafting speed
Replies: 3
Views: 600

Re: [2.1] Requesting beacon upgrade doesn't display potential crafting speed

Thanks! Looks like you only addressed the beacon upgrade case, not the machine upgrade case I mentioned in the edit. Should I make a new thread for that case?
by pentaquark
Fri Jul 17, 2026 6:25 am
Forum: Ideas and Suggestions
Topic: Temporary buffs to logging and mining everytime you mine/log
Replies: 6
Views: 1980

Re: Temporary buffs to logging and mining everytime you mine/log

Have you tried using shotguns? They're not as good at this as e.g. grenades, but it should be much faster than chopping down trees by hand. Grenades are relatively quick to get too. And IMO, your proposed solution doesn't really match the style of Factorio.

You could also try a mod that adds ...
by pentaquark
Thu Jul 16, 2026 6:52 pm
Forum: Ideas and Suggestions
Topic: [2.1] Fulgora generates patchwork of different oil ocean tiles
Replies: 5
Views: 657

Re: [2.1.9] Fulgora generates patchwork of different oil ocean tiles

Fair enough. Could you consider moving this to Ideas and Suggestions? I feel like the tile transitions are jarring enough that it might be worth another look by the graphics team.
by pentaquark
Thu Jul 16, 2026 6:36 pm
Forum: Ideas and Suggestions
Topic: [2.1] Mining drill tooltips should show a potential mining speed like how assemblers now do
Replies: 2
Views: 280

Re: [2.1] Mining drill tooltips don't take ghost speed modifiers into account

This also applies to labs.

Also note viewtopic.php?t=134337, which describes other limitations of the potential crafting speed system.
by pentaquark
Thu Jul 16, 2026 6:30 pm
Forum: Ideas and Suggestions
Topic: Updating a disabled mod that has new dependencies should disable the new dependencies automatically
Replies: 3
Views: 288

Re: Updating a disabled mod that has new dependencies should disable the new dependencies automatically

Yes, that setting was on; I wasn't aware of it before, thanks for mentioning it. I'll try disabling it and see if that helps.

However, having that setting disabled might cause the opposite problem: if the setting is disabled but Muluna had been enabled while it was updated, the newly-installed ...
by pentaquark
Wed Jul 15, 2026 10:57 pm
Forum: Ideas and Suggestions
Topic: Updating a disabled mod that has new dependencies should disable the new dependencies automatically
Replies: 3
Views: 288

Updating a disabled mod that has new dependencies should disable the new dependencies automatically

If you have a disabled mod installed, and you update the mod, sometimes it'll happen that the mod has new dependencies that get installed when it's updated. In this case, the mod's new dependencies will be enabled even though the mod itself is disabled.

As a concrete example, Muluna recently added ...
by pentaquark
Sun Jul 12, 2026 12:08 am
Forum: Duplicates
Topic: [2.1.9] Forward button sometimes mistakenly closes technology screen
Replies: 1
Views: 187

[2.1.9] Forward button sometimes mistakenly closes technology screen

To reproduce: open technology screen, select any research that unlocks a building/item, alt-click on the building/item to open Factoriopedia, press back button on mouse, press forward button on mouse.

Expected result: the forward button should keep the technology screen open and re-open ...
by pentaquark
Sat Jul 11, 2026 11:23 pm
Forum: Ideas and Suggestions
Topic: Reduce amount of clouds on Nauvis background behind space platforms
Replies: 0
Views: 153

Reduce amount of clouds on Nauvis background behind space platforms

The clouds on the Nauvis and Gleba backgrounds behind space platforms look great, but I feel like Nauvis has too much cloud cover. It makes sense for Gleba to have lots of clouds since it's constantly raining, but for Nauvis, I think the amount of clouds should be reduced by maybe 25-50% so you can ...
by pentaquark
Mon Jul 06, 2026 5:08 am
Forum: Ideas and Suggestions
Topic: Miner Filters
Replies: 1
Views: 198

Re: Miner Filters

Looks like this idea already got rejected here, sorry: viewtopic.php?t=133547.
by pentaquark
Mon Jul 06, 2026 5:02 am
Forum: Ideas and Suggestions
Topic: [2.1] Fulgora generates patchwork of different oil ocean tiles
Replies: 5
Views: 657

Re: [2.1.9] Fulgora generates patchwork of different oil ocean tiles

I don't know whether this is technically a bug, but I'd like to add that I don't particularly like the look of the new tiles, especially the transitions between tile types. I prefer how it looked in 2.0.
by pentaquark
Wed Jul 01, 2026 11:04 pm
Forum: Duplicates
Topic: [2.1.9] Visual glitches right after taking off
Replies: 1
Views: 141

[2.1.9] Visual glitches right after taking off

In 2.1.9, there's some visual glitches when the player takes off in a rocket. I've seen 2 forms of this, not sure whether they're the same bug:

In one launch, it looks fine at first:
1-Screenshot from 2026-07-01 15-47-30.png

But then, part of the top part of the rocket turns black, and the whole ...
by pentaquark
Wed Jul 01, 2026 10:55 pm
Forum: Bug Reports
Topic: [2.1.9] Visual glitch when taking off or landing
Replies: 0
Views: 201

[2.1.9] Visual glitch when taking off or landing

When the player takes off or lands, there's a visual glitch in 2.1 (vertical lines in the cloud textures). I don't remember seeing this in 2.0. It happens on several (maybe all) planets; I've attached screenshots from Nauvis.

taking-off-Screenshot from 2026-07-01 15-47-36.png landing-Screenshot ...
by pentaquark
Sat Jun 27, 2026 3:56 am
Forum: Duplicates
Topic: [2.1.8] Placing ghost belts in map view delets underground belt
Replies: 2
Views: 301

Re: [2.1.8] Placing ghost belts in map view delets underground belt

I think this is a duplicate of 131868 (or if not quite a dupe, it's very similar).
by pentaquark
Sat Jun 27, 2026 2:37 am
Forum: Ideas and Suggestions
Topic: [2.1] Add space platform import from specific platforms
Replies: 2
Views: 604

Re: [2.1] Add space platform import from specific platforms

I've also run into this limitation and would like a solution if possible.

Another possible solution would be to add a priority to each space platform, and platforms would send items to platforms with higher priority even if that means they end up lower than the amount they request. E.g. in the OP's ...
by pentaquark
Fri Jun 26, 2026 7:29 am
Forum: Assigned
Topic: [Hrusa][2.1.7] Visible planets in space have random lines/seams
Replies: 10
Views: 1284

Re: [2.1.7] Visible planets in space have random lines/seams

I'm seeing this on Linux on X11, at least on Nauvis (I haven't checked whether it shows up on other planets for me). It only shows up at a specific angle; 90% of the time the planet looks fine. Attached a log file.
by pentaquark
Fri Jun 26, 2026 7:19 am
Forum: Resolved Problems and Bugs
Topic: [2.1] Requesting beacon upgrade doesn't display potential crafting speed
Replies: 3
Views: 600

[2.1] Requesting beacon upgrade doesn't display potential crafting speed

I love the feature of 2.1 where, once you place a ghost beacon or module, hovering over a machine shows what the crafting speed will be once everything is built. But there's (at least) one case where this info isn't shown: when upgrading a beacon to a higher quality. To reproduce, place a beacon ...

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