Well I figured out how to run two instances of Factorio at the same time.
I've managed to replicate this in 2.0.10, 2.0.20, and 2.0.24. Just to first prove to myself that I wasn't insane. Jumping to 2.0.72 now. I replicated it the way it originally happened. The huge BP wasn't required for the bug ...
Search found 328 matches
- Wed Nov 19, 2025 11:39 pm
- Forum: Bug Reports
- Topic: [2.0.10] Shared copies of blueprint books glitchy in multiplayer
- Replies: 5
- Views: 1268
- Wed Nov 19, 2025 1:15 am
- Forum: Resolved for the next release
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 7
- Views: 945
Re: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
Awesome. I'll stop narrowing down the list of mods then and focus on my other really old bug report. So glad I finally learned OBS. Makes things a lot easier to explain than just with words.
Sorry it took me so long to get back to you.
Sorry it took me so long to get back to you.
- Tue Nov 18, 2025 11:47 pm
- Forum: Resolved for the next release
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 7
- Views: 945
Re: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
Well, I reproduced it in 2.0.72 using my current mod folder which is 8GB of mods and I really don't want to upload all of that if I really don't have too. Most of them are disabled anyways.
Here is a video of what I'm referring to in action recorded with OBS. Perhaps that provides enough of a hint ...
Here is a video of what I'm referring to in action recorded with OBS. Perhaps that provides enough of a hint ...
- Tue Nov 18, 2025 10:24 pm
- Forum: Resolved for the next release
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 7
- Views: 945
Re: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
Oh. I gotcha. That was so long ago and so many mod and factorio updates since then. I'll see if I can reproduce this at all in 2.0.72 with a batch of mods and provide a zip file with them for you. Entirely possible this got fixed due to something else a long time ago.
- Tue Nov 18, 2025 8:11 pm
- Forum: Bug Reports
- Topic: [2.0.10] Shared copies of blueprint books glitchy in multiplayer
- Replies: 5
- Views: 1268
Re: [2.0.10] Shared copies of blueprint books glitchy in multiplayer
I'll see if I can still reproduce it in the latest versions. We were just starting to check out the DocJade's AutoRail bp book so I don't think I ever put the BP in my hotbar as we ended up not using it for different reason. I mention this because of the other thread linked.
Setup is you have ...
Setup is you have ...
- Tue Nov 18, 2025 7:34 pm
- Forum: Resolved for the next release
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 7
- Views: 945
Re: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
They are all in the picture.
Click on the aircraft mod as shown in the picture. Where it lists "bobplates" on the right as an optional dependency click that little grey arrow.
Instead of factorio selecting the "bobplates" mod it is going to jump to some other random mod from the list instead. This ...
Click on the aircraft mod as shown in the picture. Where it lists "bobplates" on the right as an optional dependency click that little grey arrow.
Instead of factorio selecting the "bobplates" mod it is going to jump to some other random mod from the list instead. This ...
- Tue Nov 18, 2025 7:25 pm
- Forum: Not a bug
- Topic: [2.0.12] Spidertron equipment disappears when placed by bots (MR)
- Replies: 5
- Views: 2191
Re: [2.0.12] Spidertron Equipment Disappears when placed by bots
It's "intended" in that a more complex solution was deemed not worth the code complexity and performance overhead. Normally you don't store spidertrons in logistics storage pre-configured. Normally once built, a spidertron just *stays* in the world as is. If you make blueprint copies of them, they ...
- Mon May 19, 2025 5:48 pm
- Forum: Ideas and Suggestions
- Topic: Pasting Assembler-like machine's settings to storage chest sets storage chest filter.
- Replies: 0
- Views: 401
Pasting Assembler-like machine's settings to storage chest sets storage chest filter.
There was a 1.1 mod that did this and it was amazing.
https://mods.factorio.com/mod/copy-recipe-to-chest
I was rather shocked this wasn't added with 2.0
https://mods.factorio.com/mod/copy-recipe-to-chest
I was rather shocked this wasn't added with 2.0
- Sun May 04, 2025 2:53 am
- Forum: Pending
- Topic: [2.0.43] Character can exit hub and walk on space platform
- Replies: 10
- Views: 1732
Re: [2.0.43] Character can exit hub and walk on space platform
Oh? I missed that patch note. I just assumed that is what OP did and it wasn't patched just quite yet.
- Sun May 04, 2025 2:27 am
- Forum: Not a bug
- Topic: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons
- Replies: 4
- Views: 698
Re: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons
Not sure why it isn't working for you. It is working for me on Arch Linux also through steam. As a matter of fact it was driving me insane and I had to remove those particular shortcuts off my mouse 4/5 buttons.
- Sun May 04, 2025 2:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.47] Can't cancel train's fuel requests when NOT in map/remove view.
- Replies: 1
- Views: 1532
[Genhis][2.0.47] Can't cancel train's fuel requests when NOT in map/remove view.
To reproduce:
Place a train. Open map/remote view and open the train. Set a fuel request to the train's fuel slot. Leave remote view. Get near the train with your player character and open the train. Try to cancel the fuel request. You can't. Close the train and open remote view again. Now open the ...
Place a train. Open map/remote view and open the train. Set a fuel request to the train's fuel slot. Leave remote view. Get near the train with your player character and open the train. Try to cancel the fuel request. You can't. Close the train and open remote view again. Now open the ...
- Sun May 04, 2025 2:10 am
- Forum: Pending
- Topic: [2.0.43] Character can exit hub and walk on space platform
- Replies: 10
- Views: 1732
Re: [2.0.43] Character can exit hub and walk on space platform
Without a way to reproduce this, I don't think there's anything we can do.
It is pretty easy. There is a short window before player is "inserted" into the space platform where you can hit the "enter/exit vehicle" key and, well, exit the rocket pod that has the player in it. Hitting the key ...
- Fri Apr 25, 2025 5:18 am
- Forum: Ideas and Suggestions
- Topic: Radar channels
- Replies: 9
- Views: 4095
Re: Radar channels
I was working on a modulation/demodulation system years ago (read: before 1.0 even) to run over my central "rail" network. My rail bps also had big electric polls that brought power along with red and green circuit wires everywhere. I just never finished my mod/demod system due to complications ...
- Fri Apr 25, 2025 4:44 am
- Forum: Gameplay Help
- Topic: Combinator multiplexing help
- Replies: 5
- Views: 970
Re: Combinator multiplexing help
Well I figured out how the other BP worked pretty quick and it was really obvious what I was doing wrong. I really should have seen it sooner. The readers/demodulators are purposely offset by ONE id from the writers/modulators so as to account for the 1-tick propagation delay. *facepalm* I was ...
- Thu Apr 24, 2025 4:35 pm
- Forum: Gameplay Help
- Topic: Combinator multiplexing help
- Replies: 5
- Views: 970
Re: Combinator multiplexing help
Sorry to ask this dumb question, but what exactly do you mean with "flickering"? Is it your clock (signal I) isn't in sync to the responses, and the values are only stable after the 3 tick delay?
I was really bad at trying to explain what is going on there. Yes, the output signals are out of ...
- Thu Apr 24, 2025 5:36 am
- Forum: Gameplay Help
- Topic: Combinator multiplexing help
- Replies: 5
- Views: 970
Combinator multiplexing help
I'm sure someone has made this before. I started working on this a long long time ago probably before even factorio 1.0 but never finished it due to issues. Then when I saw a multi-channel for radar's for 2.1 suggestion elsewhere on this forum it made me want to finish this idea.
So I got started ...
So I got started ...
- Tue Apr 01, 2025 12:25 am
- Forum: Resolved for the next release
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 7
- Views: 945
[raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
With the release of Bob's mods 2.0 I went to update the mods today and start a bobmod 2.0 run.
Anyways, this is my current list of mods to update. 03-31-2025, 18-53-33.png
While playing with this bug I updated boblibrary and bobinserters already then restarted factorio. So that is why they aren't ...
Anyways, this is my current list of mods to update. 03-31-2025, 18-53-33.png
While playing with this bug I updated boblibrary and bobinserters already then restarted factorio. So that is why they aren't ...
- Thu Dec 12, 2024 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 19631
Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
I love that demolisher's are always active but what about some of these ideas?
1. Possible to significantly reduce the TTL on the SmokeWithTrigger when the demolisher is patrolling so there end up being far less SmokeWithTrigger to deal with in total? Theory being the demolisher is casually moving ...
1. Possible to significantly reduce the TTL on the SmokeWithTrigger when the demolisher is patrolling so there end up being far less SmokeWithTrigger to deal with in total? Theory being the demolisher is casually moving ...
- Tue Dec 10, 2024 4:11 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 37714
Re: Version 2.0.24
Quick test: 4 MB/s just now. Wube servers probably are in Europe, so am I. Maybe lines to your part of the world are congested.
Definitely them. My download got canceled few minutes ago and trying to visit factorio.com/download to try again gave me a "Heroku" error page on 3 different ISPs ...
- Tue Dec 10, 2024 4:58 am
- Forum: Desyncs with mods
- Topic: [2.0.24] Desync with dedicated server.
- Replies: 0
- Views: 992
[2.0.24] Desync with dedicated server.
So I was ctrl-clicking iron plates into some gear/green curcuit assemblers then I used WASD to move the character/camera. Immediate desync.
I don't think I did anything else. I've tried to replicate it after it happened yesterday and this evening. Haven't been able too. Probably a mod issue but you ...
I don't think I did anything else. I've tried to replicate it after it happened yesterday and this evening. Haven't been able too. Probably a mod issue but you ...