Search found 9 matches

by AbuDhabi
Mon Jun 29, 2026 4:03 pm
Forum: Not a bug
Topic: [2.0.77] Unable to sync mods with save
Replies: 2
Views: 247

Re: [2.0.77] Unable to sync mods with save

Thank you. That helps!
by AbuDhabi
Mon Jun 29, 2026 3:54 pm
Forum: Not a bug
Topic: [2.0.77] Unable to sync mods with save
Replies: 2
Views: 247

[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 ...
by AbuDhabi
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 ...
by AbuDhabi
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: 465

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 ...
by AbuDhabi
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: 465

[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 ...
by AbuDhabi
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: 297

[2.0.73] Assembling machine 3 icon gears cannot rotate

Image

If you look closely, these gears cannot turn!

Image
by AbuDhabi
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: 488

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.
by AbuDhabi
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: 969

[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 ...
by AbuDhabi
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: 488

[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 ...

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