How to replicate, alongside a use case for why it should be fixed:
If you put down a ghost building (say, a centrifuge) and then you you put a ghost request in it for u235 (or any item for any building) via map view, then you make a blueprint, the blueprint will store the request for u235, so that ...
Search found 10 matches
- Wed Apr 09, 2025 4:26 pm
- Forum: Duplicates
- Topic: Making blueprints with ghosted items in the slots doesn't save the items in the blueprint. (2.0.43)
- Replies: 1
- Views: 94
- Tue Feb 18, 2025 11:19 pm
- Forum: Minor issues
- Topic: 2.0.32 Copying settings to ghost trains doesn't work
- Replies: 1
- Views: 166
2.0.32 Copying settings to ghost trains doesn't work
If you place down a ghost train and try to copy settings from another train using shift click onto it, the color will copy, but the settings themselves will not. You have to wait until the train is fully placed before you can copy settings.
- Tue Dec 31, 2024 6:35 pm
- Forum: Duplicates
- Topic: [2.0.28] Cutting power pole with circuit wires generates unintended new connections
- Replies: 2
- Views: 524
Re: Space age 2.0.28 Cutting power pole with logic wires attached randomly generates extra wires ruining the circuit.
Someone made a clip of it in action:
- Tue Dec 31, 2024 6:31 pm
- Forum: Duplicates
- Topic: [2.0.28] Cutting power pole with circuit wires generates unintended new connections
- Replies: 2
- Views: 524
[2.0.28] Cutting power pole with circuit wires generates unintended new connections
Before cutting:
12-31-2024, 20-27-35.png
After cutting:
12-31-2024, 20-27-47.png
I'm trying to use the pole as a junction for all the signals and everytime I try to move it around the game generates a bunch of random extra wires connecting eveyrthing ruining the whole point.
Can be ...
12-31-2024, 20-27-35.png
After cutting:
12-31-2024, 20-27-47.png
I'm trying to use the pole as a junction for all the signals and everytime I try to move it around the game generates a bunch of random extra wires connecting eveyrthing ruining the whole point.
Can be ...
- Sun Nov 24, 2024 6:07 pm
- Forum: Duplicates
- Topic: [2.0.20] Foundries swapping between copper and iron recipes can sometimes backspill into the feeding pipes
- Replies: 1
- Views: 259
[2.0.20] Foundries swapping between copper and iron recipes can sometimes backspill into the feeding pipes
I am using a setup like this where foundries produce both iron and copper products, being fed by 2 pipes on each side. Screenshot_2.png
An issue that I had been sometimes noticing is my copper pipe would be randomly contaminated with iron and vice versa, and I couldn't figure out how or why this ...
An issue that I had been sometimes noticing is my copper pipe would be randomly contaminated with iron and vice versa, and I couldn't figure out how or why this ...
- Wed Nov 20, 2024 8:54 pm
- Forum: Pending
- Topic: Objects forget their pipe orientation when copy pasted without an active recipe.
- Replies: 3
- Views: 412
Re: Objects forget their pipe orientation when copy pasted without an active recipe.
I think I may have left factorio running for long without closing it that I missed the patch this was fixed in. I just rebooted the game at 2.0.20 and got the last update and builds with circuitry actually remember their orientation now, but ones without it don't.
So the bug was already fixed it ...
- Wed Nov 20, 2024 9:59 am
- Forum: Pending
- Topic: Objects forget their pipe orientation when copy pasted without an active recipe.
- Replies: 3
- Views: 412
Objects forget their pipe orientation when copy pasted without an active recipe.
This hasn't really been an issue in the past, but now with the ability to set assembler recipes its gotten a bit more annoying, especially with the foundry that only has liquid inputs.
Easy way to reproduce this, make an assembler or a foundry, set it to a recipe that requires liquids and change ...
Easy way to reproduce this, make an assembler or a foundry, set it to a recipe that requires liquids and change ...
- Thu Oct 31, 2024 11:22 am
- Forum: Not a bug
- Topic: [2.0.12] You can't set the recipe for turbo belts, underground belts, or splitters using combinators on foundries.
- Replies: 3
- Views: 780
Re: [2.0.12] You can't set the recipe for turbo belts, underground belts, or splitters using combinators on foundries.
Oh am I such an idiot, I completely forgot about that. I was using the editor and lab tiles so it didn't even occur to me that i was still on nauvis.
- Thu Oct 31, 2024 7:20 am
- Forum: Not a bug
- Topic: [2.0.12] You can't set the recipe for turbo belts, underground belts, or splitters using combinators on foundries.
- Replies: 3
- Views: 780
Re: [2.0.12] You can't set the recipe for turbo belts, underground belts, or splitters using combinators on foundries.
On my end the second image hasn't loaded, posting this just in case.
- Thu Oct 31, 2024 7:14 am
- Forum: Not a bug
- Topic: [2.0.12] You can't set the recipe for turbo belts, underground belts, or splitters using combinators on foundries.
- Replies: 3
- Views: 780
[2.0.12] You can't set the recipe for turbo belts, underground belts, or splitters using combinators on foundries.
I was trying to make a mall with one foundry producing both belts and underground belts by swapping the recipe using combinators, then I noticed that you can't set any of the turbo recipes using combinators.
Easiest way to reproduce this, put down a foundry, attach a constant combinator with a ...
Easiest way to reproduce this, put down a foundry, attach a constant combinator with a ...