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 ...
Search found 93 matches
- 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- Forum: Outdated/Not implemented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
- 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 ...
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 ...
- 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- Forum: Outdated/Not implemented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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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.
It's not clear to me whether this issue is tracked anywhere as an open bug.
- 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 ...
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 ...
- 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 ...
See the video:
https://forums.factorio.com/download/file.php?mode=view&id=110314
Expected behaviour:
Use the existing ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
Expected to be able to build ghost over it at least when forced overbuilding.
- 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 ...
When selecting the blueprint icons, it would be nice to have the ...
- 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.
- 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.
- 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