Search found 93 matches

by sben
Fri May 08, 2026 8:38 pm
Forum: Outdated/Not implemented
Topic: scale autosave interval by game speed to prevent IO bottlenecks and greatly increase UPS
Replies: 3
Views: 321

Re: scale autosave interval by game speed to prevent IO bottlenecks and greatly increase UPS

This remains a relevant issue for anyone using the editor's speedup, regardless of save file size.

I know people like me developing/testing new designs in fresh files, since this has real benefits over testing in a megabase, where the simulation speed is massively reduced by the concurrent stuff ...
by sben
Tue May 05, 2026 8:37 pm
Forum: Ideas and Suggestions
Topic: Demolisher size should be picked at random instead of radially getting larger as you explore further from spawn
Replies: 3
Views: 378

Re: Demolisher size should be picked at random instead of radially getting larger as you explore further from spawn

I like the idea of having randomized demolisher variants.

But it is pretty easy to kill small and medium demolishers with only a block of gun turrets and red ammo;
when being more progressed these are taken down with no expense.

What about introducing a fourth tier, like Behemoth (or Huge ...
by sben
Mon May 04, 2026 5:28 pm
Forum: Outdated/Not implemented
Topic: scale autosave interval by game speed to prevent IO bottlenecks and greatly increase UPS
Replies: 3
Views: 321

scale autosave interval by game speed to prevent IO bottlenecks and greatly increase UPS

The autosave is currently tied to game ticks. While this works for normal play, it causes critical issues when using high tick rates (eg. 64x speed using the editor):


performance bottleneck: reduces UPS rate by at least 60%. I tested a 1.5MB map using PCIe 4.0 NVMe and 64x tick rate: 30 game ...
by sben
Mon May 04, 2026 12:01 am
Forum: Not a bug
Topic: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
Replies: 6
Views: 1866

Re: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.

I think I know what is going on and is easy to reproduce, same behaviour in 2.0.73.

If the time is paused but the game unpaused, the auto save functionality is still active and running. There is no "pause game" button in the editor time menu but a "pause time" button, therefore I think the wording ...
by sben
Sun May 03, 2026 6:17 pm
Forum: Duplicates
Topic: lost in-game progress and significant SSD tear due to broken autosave design
Replies: 1
Views: 185

lost in-game progress and significant SSD tear due to broken autosave design

Beforehand:

I know that similar requests on the same topic have been made (eg. https://forums.factorio.com/120844),
where only the mechanics were described but never any downsides or issues other than the unexpected behaviour.

I am opening this report here to examine the real-world consequences ...
by sben
Wed Feb 18, 2026 1:06 pm
Forum: Ideas and Suggestions
Topic: Unuseful amounts returned by "read orbital requests" of rocket silo, real requested amount is not determinable
Replies: 1
Views: 433

Unuseful amounts returned by "read orbital requests" of rocket silo, real requested amount is not determinable

TL;DR:

value returned by "read orbital request" is useless, orbital request aligned to custom or default (which applies) rocket capacity would make sense, but that cannot be determined on the planet. "rocket capacity" calculation of the "selector combinator" yields inapplicable values.

longer ...
by sben
Thu Feb 12, 2026 1:11 pm
Forum: Not a bug
Topic: [2.0.73] Count of missing materials alert is running wrong
Replies: 1
Views: 321

[2.0.73] Count of missing materials alert is running wrong

Setup of the logistic network:

- 40 construction robots (with +3 cargo capacity bonus)
- approx. 10k tiles to be laid (ghosts placed), some of them already built
- tile provider chest has insertion limit of 500

The number of missing resources is way off and constantly changing, never showing a ...
by sben
Wed Feb 04, 2026 6:28 pm
Forum: Bug Reports
Topic: [2.0.73] Breaks in technology tree visualisation
Replies: 0
Views: 480

[2.0.73] Breaks in technology tree visualisation

I noticed some modded and unmodded technologies have their preceding technologies shown with shifts in the tree.

See the picture (from a factorio map with no mods other than the official space age):

technology-tree-break.png


Notice the shift above the blue science that has no obvious reason ...
by sben
Tue Feb 03, 2026 10:19 am
Forum: Duplicates
Topic: [2.0.62] No entry or exit automatic underground belt when building over empty space
Replies: 2
Views: 775

Re: [2.0.62] No entry or exit automatic underground belt when building over empty space

As of 2.0.73 this is still an issue and quite annoying when transport lines (belts) get erroneously connected where they shouldn't, causing unexpected item mixing.

It's not clear to me whether this issue is tracked anywhere as an open bug.
by sben
Thu Jan 29, 2026 1:05 am
Forum: Bug Reports
Topic: [2.0.73] Picking fuel out of trains does not work and causes invalid game state when inventory full
Replies: 0
Views: 411

[2.0.73] Picking fuel out of trains does not work and causes invalid game state when inventory full

Look at the following video:

https://forums.factorio.com/download/file.php?mode=view&id=110406

Player inventory is full. One can still pick items out of building into the player's hand to place it somewhere else.

When trying to pick fuel out of the train, two unexpected things happen:

1 ...
by sben
Sun Jan 25, 2026 5:41 pm
Forum: Assigned
Topic: [Kovarex] [2.0.72] automatic underground belts do not take undergrund belt ghosts into account
Replies: 0
Views: 369

[Kovarex] [2.0.72] automatic underground belts do not take undergrund belt ghosts into account

When manually dragging belts over existing underground belt ghosts, the entry underground belt is jumped over / ignored while the exit underground belt is being built.

See the video:

https://forums.factorio.com/download/file.php?mode=view&id=110314

Expected behaviour:
Use the existing ...
by sben
Wed Oct 01, 2025 1:03 am
Forum: Minor issues
Topic: [2.0.62] Pipette does not work on all signals
Replies: 4
Views: 1274

Re: [2.0.62] Pipette does not work on all signals

Now I see this might qualify better as feature request than bug...

How would some solution be like when [Q]-ing a signal, the player gets a new intermediate item type that resolves to:
- to the original [Q]-ed item if placed into a signal slot
- otherwise unchanged behaviour, e.g.:
-- to the ...
by sben
Thu Aug 07, 2025 7:13 pm
Forum: Ideas and Suggestions
Topic: Do not rotate buildings when upgrading quality
Replies: 0
Views: 453

Do not rotate buildings when upgrading quality

When trying to place same quality production building over an existing one, the rotation cannot be changed (except for e.g. belts).

When placing better quality buildings over them (e.g. upgrading chemical plants), the building might get rotated, that might break up the existing connections, e.g. in ...
by sben
Thu Aug 07, 2025 4:06 pm
Forum: Not a bug
Topic: [2.0.62] Buidlings might get rotated when placing better quality variant over it
Replies: 1
Views: 572

[2.0.62] Buidlings might get rotated when placing better quality variant over it

When trying to place same quality production building over an existing one, the rotation cannot be changed (except for e.g. belts).

When placing better quality buildings over them (e.g. upgrading chemical plants), the building might get rotated, that might break up the existing connections, e.g. in ...
by sben
Thu Aug 07, 2025 3:50 pm
Forum: Duplicates
Topic: [2.0.62] Minimap is black when on Fulgora
Replies: 1
Views: 564

[2.0.62] Minimap is black when on Fulgora

Reproducibly even after restarting the game, the minimap in the remote viewer is completely black when being on fulgora.
It works as expected on Nauvis and space platforms.

https://forums.factorio.com/download/file.php?mode=view&id=106511

https://forums.factorio.com/download/file.php?mode=view ...
by sben
Thu Aug 07, 2025 12:12 pm
Forum: Duplicates
Topic: [2.0.62] Cannot place ghosts over spaceship wreck parts
Replies: 1
Views: 471

[2.0.62] Cannot place ghosts over spaceship wreck parts

Cannot place ghost over spaceship wrecks, neither by simply holding [Shift] nor when forced overbuilding.

Expected to be able to build ghost over it at least when forced overbuilding.
Screenshot from 2025-08-07 14-07-46.png
Screenshot from 2025-08-07 14-07-46.png (319.22 KiB) Viewed 471 times
by sben
Thu Aug 07, 2025 11:49 am
Forum: Ideas and Suggestions
Topic: Blueprint recipes overview
Replies: 0
Views: 418

Blueprint recipes overview

I mostly set the blueprint icon based on the recipes used (otherwise based on the products produced) - I think this makes sense and many people do this. Two blueprints showing the default assembler icon cannot be distinguished easily.

When selecting the blueprint icons, it would be nice to have the ...
by sben
Wed Aug 06, 2025 4:34 pm
Forum: Ideas and Suggestions
Topic: Fulgora storm coverage overview
Replies: 2
Views: 823

Re: Fulgora storm coverage overview

opposed to many other requests, this should be quite easy to implement without real downsides, I think - one could either show this when turret coverage is on or create a new toggle switch.
by sben
Wed Aug 06, 2025 2:27 pm
Forum: Pending
Topic: [2.0.21] Train slot request gets sometimes splitted up into multiple requests if train gets outside logistic network
Replies: 2
Views: 1360

Re: [2.0.21] Train slot request gets sometimes splitted up into multiple requests if train gets outside logistic network

I moved away from using setups like that - the very few times I have done this again, I could not observe this behaviour anymore, but since it happened only rarely, I cannot fully confirm the issue is gone. I would consider closing this issue and reopening if anyone observes this again.
by sben
Wed Aug 06, 2025 2:09 pm
Forum: Assigned
Topic: [Genhis][2.0.52] Red cross in empty slot
Replies: 6
Views: 2607

Re: [Genhis][2.0.52] Red cross in empty slot

seems to be the same issue as reported here 121577 in the threads

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