Search found 37 matches
- Fri Mar 28, 2025 8:05 am
- Forum: Resolved for the next release
- Topic: [raiguard][2.0.16] "Cannot build on Deadskin marsh" error not shown for underground items
- Replies: 3
- Views: 400
Re: [raiguard][2.0.16] "Cannot build on Deadskin marsh" error not shown for underground items
Did you mean 2.0.44 (or 2.0.43)?
- Sat Mar 22, 2025 8:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding][2.0.42] Running out of cliff explosives makes cliff destruction stop forever
- Replies: 3
- Views: 724
Re: [Rseding][2.0.42] Running out of cliff explosives makes cliff destruction stop forever
Thanks, I appreciate the quick fix! It was annoying to try and find all the stuck cliffs.
- Fri Mar 21, 2025 7:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding][2.0.42] Running out of cliff explosives makes cliff destruction stop forever
- Replies: 3
- Views: 724
[Rseding][2.0.42] Running out of cliff explosives makes cliff destruction stop forever
What did you do?
Built a lot of roboports/radars/poles/lasers in a grid using bots, some were over cliffs. During that build, my cliff explosives ran out.
What happened?
Some builds over cliffs got stuck forever, even when new cliff explosives were produced.
What did you expect to happen ...
Built a lot of roboports/radars/poles/lasers in a grid using bots, some were over cliffs. During that build, my cliff explosives ran out.
What happened?
Some builds over cliffs got stuck forever, even when new cliff explosives were produced.
What did you expect to happen ...
- Wed Mar 19, 2025 2:08 am
- Forum: Bug Reports
- Topic: [2.0.41] Biter stuck near roboport, possibly due to large build
- Replies: 0
- Views: 101
[2.0.41] Biter stuck near roboport, possibly due to large build
What did you do?
I built out my base into areas that biters were regularly walking through, using a blueprint or copy/paste containing roboports, radars, and electricity poles.
What happened?
Most of the biters attacked the buildings being built by the bots. One of the biters just didn't do ...
I built out my base into areas that biters were regularly walking through, using a blueprint or copy/paste containing roboports, radars, and electricity poles.
What happened?
Most of the biters attacked the buildings being built by the bots. One of the biters just didn't do ...
- Fri Mar 07, 2025 11:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.39] fulgora lightning visual artifact
- Replies: 4
- Views: 1887
Re: [2.0.39] fulgora lightning visual artifact
I can confirm the same issue, also on 2.0.39 on a MacBook Pro M1 Max.
What did you do?
Go to Fulgora remotely and wait for lightning. Zoom to a level where you can still see objects.
What happened?
The whole chunk lights up weirdly when there is a lightning strike.
What did you expect to happen ...
What did you do?
Go to Fulgora remotely and wait for lightning. Zoom to a level where you can still see objects.
What happened?
The whole chunk lights up weirdly when there is a lightning strike.
What did you expect to happen ...
- Fri Feb 28, 2025 12:36 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Simple, Easy, and Efficient Kovarex Enrichment
- Replies: 4
- Views: 6111
Re: Simple, Easy, and Efficient Kovarex Enrichment
I really like the look of this design. However, I don't understand the two green inserters between the two centrifuges which are doing Kovarex enrichment. Could you clarify what they are doing? Thanks.
They save belt space on the upper belt, by feeding the outputs of one enrichment run into the ...
- Thu Feb 27, 2025 9:32 am
- Forum: Minor issues
- Topic: [2.0.37] Pasted inserter does not take from train on curve
- Replies: 1
- Views: 214
[2.0.37] Pasted inserter does not take from train on curve
What did you do?
I copy-pasted a train stop with an inserter taking from the rear of the last train carriage, where that train carriage is on a slight curve.
What happened?
That specific inserter does not take anything from the train carriage, but the other inserter at right angles to that ...
I copy-pasted a train stop with an inserter taking from the rear of the last train carriage, where that train carriage is on a slight curve.
What happened?
That specific inserter does not take anything from the train carriage, but the other inserter at right angles to that ...
- Wed Feb 26, 2025 8:20 am
- Forum: Bug Reports
- Topic: GUI input inconsistency: ENTER key in combinator description acts differently.
- Replies: 2
- Views: 250
- Sun Feb 02, 2025 11:34 pm
- Forum: Not a bug
- Topic: [2.0.33] casting-steel recipe incorrect?
- Replies: 2
- Views: 218
Re: [2.0.33] casting-steel recipe incorrect?
There's a whole wiki section about the efficiency of the alternative Foundry recipes:
https://wiki.factorio.com/Foundry#Efficiency
I'm not a dev, but changing this balance would break factories.
https://wiki.factorio.com/Foundry#Efficiency
I'm not a dev, but changing this balance would break factories.
- Tue Jan 21, 2025 6:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
- Replies: 5
- Views: 1602
Re: [Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
Is this meant to be in "Resolved for the next release"?
It sounds like this is "Not a bug".
It sounds like this is "Not a bug".
- Sun Jan 19, 2025 2:01 am
- Forum: Not a bug
- Topic: [2.0.31] Display panel doesn't have a button to access hidden circuit settings
- Replies: 1
- Views: 262
[2.0.31] Display panel doesn't have a button to access hidden circuit settings
This might be intended behaviour, but it seems weird to have hidden persistent circuit settings, without a button to access them, unlike every other circuit enabled entity.
If this isn't a bug, can you please move it to feature requests?
1. What did you do?
Set up a display panel, configured its ...
If this isn't a bug, can you please move it to feature requests?
1. What did you do?
Set up a display panel, configured its ...
- Sun Jan 19, 2025 2:01 am
- Forum: Bug Reports
- Topic: [2.0.31] Display panel settings don't update immediately, like all other combinator/display items
- Replies: 0
- Views: 224
[2.0.31] Display panel settings don't update immediately, like all other combinator/display items
This might be intended behaviour, but it seems weird to have all the other circuit items update immediately, except for the display panel, which requires two confirmations (the text/item edit box, then the display panel settings themselves).
If this isn't a bug, can you please move it to feature ...
If this isn't a bug, can you please move it to feature ...
- Sat Jan 18, 2025 3:05 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Placing higher quality roboport over existing roboport causes lag/stutter
- Replies: 7
- Views: 6458
Re: [2.0.28] Placing higher quality roboport over existing roboport causes lag/stutter
The attachment limit is actually 30 MB, but some parts of the forums still say 1 GB.MagicHat42 wrote: Thu Jan 16, 2025 3:21 am Odd...the .zip is nowhere near the file size limit. ~65MB, actually. Hopefully I've got it attached now, but I'll keep my fingers crossed.
Ref viewtopic.php?f=55&t=124919
- Sat Jan 18, 2025 2:21 am
- Forum: Duplicates
- Topic: [StrangePan][2.0.14] Factorio hangs if you switch users (MacOS)
- Replies: 8
- Views: 663
Re: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)
So, my hope is to...
* Play the game, locally, single user.
* Pause briefly to switch to my "work" user.
* Return after a very short time.
* Continue the same, all without quitting.
Factorio currently hangs when you do this, which is a bug.
Does adding this "server" line help with that ...
- Tue Jan 14, 2025 10:36 am
- Forum: Not a bug
- Topic: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
- Replies: 3
- Views: 434
Re: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
Seems like an easy fix to change the filter name to "Ground rail" instead.
- Mon Jan 13, 2025 12:24 am
- Forum: Not a bug
- Topic: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
- Replies: 3
- Views: 434
[2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
1. What did you do?
Filtered by "Straight rail" in the deconstruction planner, then tried to delete straight rail overlapping curved rails
2. What happened?
Straight and curved rails were deleted.
3. What did you expect to happen instead? It might be obvious to you, but do it anyway!
Only ...
Filtered by "Straight rail" in the deconstruction planner, then tried to delete straight rail overlapping curved rails
2. What happened?
Straight and curved rails were deleted.
3. What did you expect to happen instead? It might be obvious to you, but do it anyway!
Only ...
- Sun Jan 12, 2025 4:31 am
- Forum: Not a bug
- Topic: [Kovarex] [2.0.15] Spoiled priority of inserters based on time not percentage
- Replies: 4
- Views: 987
Re: [Kovarex] [2.0.15] Spoiled priority of inserters based on time not percentage
But if you're trying to make minimally spoiled agricultural science packs, you'll want it to choose the freshest (percentage) items, because that's how the spoilage of the result is calculated.
In that case you might prefer to let the old bioflux and eggs just spoil on Gleba, rather than having the ...
In that case you might prefer to let the old bioflux and eggs just spoil on Gleba, rather than having the ...
- Thu Jan 09, 2025 8:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] Space platform request satisfied filter shows all qualities
- Replies: 2
- Views: 863
Re: Space platform request satisfied filter shows all qualities
If the question mark means "any quality", then it should be selectable.
- Thu Jan 09, 2025 8:02 pm
- Forum: Duplicates
- Topic: [StrangePan][2.0.14] Factorio hangs if you switch users (MacOS)
- Replies: 8
- Views: 663
Re: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)
See also https://forums.factorio.com/viewtopic.php?p=645262#p645262 , which has a slightly simpler reproduction, and an analysis of which code is hanging (some graphics code).
It might not help in your specific situation, but running headless doesn't hang:
./factorio --verbose --start-server-load ...
It might not help in your specific situation, but running headless doesn't hang:
./factorio --verbose --start-server-load ...
- Wed Jan 08, 2025 7:00 am
- Forum: Gameplay Help
- Topic: Asteroid collector not collecting all chunks
- Replies: 2
- Views: 562
Re: Asteroid collector not collecting all chunks
This might have been fixed by:
viewtopic.php?p=657898#p657898
viewtopic.php?p=657898#p657898