Search found 58 matches
- Thu Jul 16, 2026 10:18 pm
- Forum: Not a bug
- Topic: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
- Replies: 6
- Views: 865
Re: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
I feel like this would require almost as much infrastructure as a proper defense...
No it's just... halfway between "clear your entire pollution cloud" and... not doing that. You go out and clear nests and worms from your pollution cloud, but you always leave one alive. Now a larger portion of ...
- Wed Jul 15, 2026 9:03 pm
- Forum: Not a bug
- Topic: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
- Replies: 6
- Views: 865
[2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
2.1 added a minimum distance before a chunk is considered valid for enemy expansion, and it only takes one nest to invalidate all chunks in a 5x5 area.
So players can leave one nest alive in every enemy base to reduce the amount of pollution absorbed - and thus the frequency of attacks - yet ...
So players can leave one nest alive in every enemy base to reduce the amount of pollution absorbed - and thus the frequency of attacks - yet ...
- Thu Jul 02, 2026 12:35 am
- Forum: Documentation Improvement Requests
- Topic: EnemyEvolutionMapSettings "Concept used in" list is missing MapSettings
- Replies: 0
- Views: 143
EnemyEvolutionMapSettings "Concept used in" list is missing MapSettings
EnemyEvolutionMapSettings are used in MapSettings, but EnemyEvolutionMapSettings does not list MapSettings under "Concept used in".
(MapGenSettings is similar to EnemyEvolutionMapSettings, and has better documentation of where it's used.)
(MapGenSettings is similar to EnemyEvolutionMapSettings, and has better documentation of where it's used.)
- Tue Jun 30, 2026 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Fast Pipe Bending
- Replies: 13
- Views: 3734
Re: Fast Pipe Bending
2.1 seems like the last opportunity to elevate Automatic Underground Pipe Connectors from mod to vanilla.
The author of this mod hit a roadblock and never did find a good way to automatically place concrete or foundations on Aquilo and Vulcanus.
The author of this mod hit a roadblock and never did find a good way to automatically place concrete or foundations on Aquilo and Vulcanus.
- Thu May 21, 2026 2:16 am
- Forum: This Forum
- Topic: I cannot figure out how to do an OR search.
- Replies: 1
- Views: 565
I cannot figure out how to do an OR search.
I've tried every syntax I can think of. Brackets, angle brackets, curly braces, spacing, no spacing, commas, quotes... and none of them produce an OR search on the respective keywords 
- Tue May 19, 2026 10:06 am
- Forum: Ideas and Suggestions
- Topic: Control behavior GUIs: Clicking inactive elements should activate them, when possible
- Replies: 6
- Views: 1613
Control behavior GUIs: Clicking inactive elements should activate them, when possible
TL;DR
Clicking a slider, signal, or text element should enable it, when possible.
Example 1
05-19-2026, 04-46-38.png
Clicking one of the filter slots should enable "Use filters" and open the "Select a filter" GUI.
Clicking the whitelist/blacklist toggle should enable "Use filters ...
Clicking a slider, signal, or text element should enable it, when possible.
Example 1
05-19-2026, 04-46-38.png
Clicking one of the filter slots should enable "Use filters" and open the "Select a filter" GUI.
Clicking the whitelist/blacklist toggle should enable "Use filters ...
- Sun Oct 26, 2025 3:28 am
- Forum: Not a bug
- Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
- Replies: 4
- Views: 928
Re: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
Thanks for the report however none of the mentioned things are bugs.
With recipes that have fluids, that’s up to you the player to handle however you see fit.
The thing is, if we try to make an auto mall, fruit and barreling have to be translated into their respective recipes. Which is fine ...
- Sat Oct 25, 2025 5:37 pm
- Forum: Not a bug
- Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
- Replies: 4
- Views: 928
Re: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
they are recipe signals, not entity signals.
Looks like barrelling and unbarreling are sorted before logistics and production groups as well. Curiously, barrelling and unbarreling change the position of the assembler's pipe connection, which seems rather inconvenient for an auto assembler. It ...
- Sat Oct 25, 2025 12:27 pm
- Forum: Not a bug
- Topic: Wall graphic does not change when placing a floor next to it
- Replies: 4
- Views: 877
Re: Wall graphic does not change when placing a floor next to it
The water_connection_patch isn't being updated when land tiles are placed over water. They are also not being updated when land tiles are removed from water.
Edit: Rseding91 ninja'd me
Edit: Rseding91 ninja'd me
- Sat Oct 25, 2025 12:07 pm
- Forum: Not a bug
- Topic: [2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
- Replies: 4
- Views: 928
[2.0.72] Assembing machines don't respect normal signal order for certain gleba recipes
screenshot-tick-45089458.png
When using "set recipe", Assembling Machine 2 and 3 do not respect the normal sort order for:
Yumako processing
Jellynut processing
Nutrients from spoilage
Wood processing
Nutrients from fish
Nutrients from biter egg
Normally a wood chest is sorted before ...
When using "set recipe", Assembling Machine 2 and 3 do not respect the normal sort order for:
Yumako processing
Jellynut processing
Nutrients from spoilage
Wood processing
Nutrients from fish
Nutrients from biter egg
Normally a wood chest is sorted before ...
- Sun Oct 19, 2025 9:30 am
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 9
- Views: 4489
Re: Number Displays and Number Dashboards (Display Panels)
It's the most feature-rich blueprint website, and its developer is actively fixing issues.
2.0 is almost a year old and factorio.school still doesn't have a working blueprint renderer. If you do a deep search, half the thumbnails are missing.
- Sun Oct 19, 2025 3:04 am
- Forum: Assigned
- Topic: [Klonan] [2.0.71] Unit group behavior around land mines
- Replies: 0
- Views: 754
[Klonan] [2.0.71] Unit group behavior around land mines
Background
I had an idea: To reduce the number of mines in a minefield by placing smaller, isolated clusters of mines and using walls/pipes to direct enemies into them.
Something like this, or so I hoped:
mine funnels.png
But while testing designs, I kept having inconsistent attacks on the ...
I had an idea: To reduce the number of mines in a minefield by placing smaller, isolated clusters of mines and using walls/pipes to direct enemies into them.
Something like this, or so I hoped:
mine funnels.png
But while testing designs, I kept having inconsistent attacks on the ...
- Sun Oct 19, 2025 1:12 am
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 9
- Views: 4489
Re: Number Displays and Number Dashboards (Display Panels)
You mean the best one.Reygan wrote: Sat Oct 18, 2025 4:39 pm From all of the blueprint hosting sites you chosen the worst one...![]()
- Wed Oct 08, 2025 7:58 am
- Forum: Ideas and Suggestions
- Topic: Case insensitive hexadecimal numbers
- Replies: 1
- Views: 1004
Case insensitive hexadecimal numbers
TL;DR:
Make uppercase hexadecimal numbers work in logistic groups, combinators, control behaviors, etc.
What?
Typing 0xffff works but typing 0xFFFF does not, and I think it should.
Why?
I tried various prefixes and postfixes to see if hex was supported at all, and none of them worked ...
Make uppercase hexadecimal numbers work in logistic groups, combinators, control behaviors, etc.
What?
Typing 0xffff works but typing 0xFFFF does not, and I think it should.
Why?
I tried various prefixes and postfixes to see if hex was supported at all, and none of them worked ...
- Wed Oct 08, 2025 7:33 am
- Forum: Wiki Talk
- Topic: Split logistic groups to a separate page?
- Replies: 1
- Views: 1939
Split logistic groups to a separate page?
Logistic groups are currently a subsection of the logistic network page. But logistic groups are actually a pretty big system used in many places:
Surface requests: logistic chests, rocket silo, player character, car, tank, spidertron
Orbital requests: space platform hub, cargo landing pad ...
Surface requests: logistic chests, rocket silo, player character, car, tank, spidertron
Orbital requests: space platform hub, cargo landing pad ...
- Fri Oct 03, 2025 5:19 pm
- Forum: Implemented Suggestions
- Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
- Replies: 60
- Views: 18501
Re: Add hexadecimal support to number fields
Would support for uppercase hexadecimal be a bug report, or a feature request?BrainGamer_ wrote: Thu Oct 02, 2025 4:58 am The important thing to note is that hex numbers must be in lowercase, so 0xff instead of 0xFF.
- Thu Oct 02, 2025 3:37 am
- Forum: Implemented Suggestions
- Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
- Replies: 60
- Views: 18501
Add hexadecimal support to number fields
TL;DR
hex.png
What?
Please add hexadecimal support to number fields. Particularly in logistic groups, combinators, and machine controls.
One option would be a "0x" prefix, eg: 0x7FFFFFFF
Another option would be an "h" postfix, eg: 7FFFFFFFh
The second option is one less keystroke, but ...
hex.png
What?
Please add hexadecimal support to number fields. Particularly in logistic groups, combinators, and machine controls.
One option would be a "0x" prefix, eg: 0x7FFFFFFF
Another option would be an "h" postfix, eg: 7FFFFFFFh
The second option is one less keystroke, but ...
- Mon Sep 22, 2025 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo
- Replies: 3
- Views: 3619
[2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo
- Deconstruct any underground belt exit
- Wait for bots to remove it
- Undo it
- The underground belt exit will be replaced with an underground belt entrance. Has the wrong rotation too
- Mon Sep 22, 2025 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.65] Combinator's red and green wire connections overlap when built vertically
- Replies: 3
- Views: 3942
- Fri Sep 19, 2025 9:32 pm
- Forum: Assigned
- Topic: [kovarex][2.0.62] Inconsistency in undo rotation of belts and underground belts
- Replies: 1
- Views: 939
Re: [2.0.62] Inconsistency in undo rotation of belts and underground belts
This is still present in 2.0.66
Undo-redo does not rotate underground belts that were rotated by smart-belt dragging
Undo-redo does not rotate underground belts that were rotated by smart-belt dragging