Search found 9 matches
- Mon Jun 29, 2026 4:03 pm
- Forum: Not a bug
- Topic: [2.0.77] Unable to sync mods with save
- Replies: 2
- Views: 248
Re: [2.0.77] Unable to sync mods with save
Thank you. That helps!
- Mon Jun 29, 2026 3:54 pm
- Forum: Not a bug
- Topic: [2.0.77] Unable to sync mods with save
- Replies: 2
- Views: 248
[2.0.77] Unable to sync mods with save
This save definitely works (as of today, even) but I need to sync and load it on a clean 2.0.77 setup, and that does not work for unclear reasons.
The save is from a multiplayer game, and I've tried to connect and sync to the server itself, but that does not work either. I think the auto ...
The save is from a multiplayer game, and I've tried to connect and sync to the server itself, but that does not work either. I think the auto ...
- Fri Jun 12, 2026 7:42 am
- Forum: Modding interface requests
- Topic: Support for powered non-internal-battery turrets, both fluid and solid ammo
- Replies: 0
- Views: 140
Support for powered non-internal-battery turrets, both fluid and solid ammo
ATM, AFAIK, there are four power options for turrets:
1. Unpowered item-ammo consuming turret (eg. gun turret).
2. Unpowered fluid-ammo consuming turret (eg. flamethrower turret).
3. Powered internal-battery no-ammo turret (eg. laser turret).
4. Powered internal-battery item-ammo consuming turret ...
1. Unpowered item-ammo consuming turret (eg. gun turret).
2. Unpowered fluid-ammo consuming turret (eg. flamethrower turret).
3. Powered internal-battery no-ammo turret (eg. laser turret).
4. Powered internal-battery item-ammo consuming turret ...
- Wed Apr 01, 2026 7:06 am
- Forum: Not a bug
- Topic: [2.0.76] Quality spitters have longer range than turrets for the same range value
- Replies: 2
- Views: 467
Re: [2.0.76] Quality spitters have longer range than turrets for the same range value
Yeah, I imagined it was something like that. Still, it's sort of confusing that a property with the same name and the same application (just on different entities) is not comparable.
Are all turrets, at least, comparable with each other? Or is the range for, say, a flamethrower turret different ...
Are all turrets, at least, comparable with each other? Or is the range for, say, a flamethrower turret different ...
- Wed Apr 01, 2026 5:47 am
- Forum: Not a bug
- Topic: [2.0.76] Quality spitters have longer range than turrets for the same range value
- Replies: 2
- Views: 467
[2.0.76] Quality spitters have longer range than turrets for the same range value
Expected: If a turret and a spitter has the same range indicated on their statblock, that they should be able to hit each other at their extreme range.
Actual: The spitter can hit the turret, but the turret can't hit back.
This here quality spitter has range 24, same as a basic laser turret. Yet ...
Actual: The spitter can hit the turret, but the turret can't hit back.
This here quality spitter has range 24, same as a basic laser turret. Yet ...
- Tue Jan 27, 2026 5:01 am
- Forum: Not a bug
- Topic: [2.0.73] Assembling machine 3 icon gears cannot rotate
- Replies: 1
- Views: 300
[2.0.73] Assembling machine 3 icon gears cannot rotate

If you look closely, these gears cannot turn!

- Sun Feb 02, 2025 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] Fullscreen not resizing when switching screens via KVM
- Replies: 1
- Views: 491
Re: [2.0.14] Fullscreen not resizing when switching screens via KVM
Thanks for fixing this. In the current version alt-tabbing in and out fixes full-screen coverage.
- Thu Nov 07, 2024 7:59 pm
- Forum: Duplicates
- Topic: [2.0.14] Travel icons don't update immediately when going to non-adjacent planet
- Replies: 1
- Views: 973
[2.0.14] Travel icons don't update immediately when going to non-adjacent planet
Reproduction:
1. Go from Nauvis to Aquilo, or the opposite.
2. When the intermediate planet (Gleba, in my case) is passed, check the travel icons next to the ship name (on the left).
Expected:
The icons showing origin and destination should update to reflect the current leg of the journey (ie ...
1. Go from Nauvis to Aquilo, or the opposite.
2. When the intermediate planet (Gleba, in my case) is passed, check the travel icons next to the ship name (on the left).
Expected:
The icons showing origin and destination should update to reflect the current leg of the journey (ie ...
- Tue Nov 05, 2024 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] Fullscreen not resizing when switching screens via KVM
- Replies: 1
- Views: 491
[2.0.14] Fullscreen not resizing when switching screens via KVM
Context:
I have a laptop running Factorio on Windows 10 connected via HDMI KVM to an external monitor. For both, the resolution is 1920x1080. The external monitor is set to be the primary one, so when it is switched to (via hardware KVM button), the laptop screen goes blank. When it is not connected ...
I have a laptop running Factorio on Windows 10 connected via HDMI KVM to an external monitor. For both, the resolution is 1920x1080. The external monitor is set to be the primary one, so when it is switched to (via hardware KVM button), the laptop screen goes blank. When it is not connected ...