Summary:
Pressing Control + Shift + F on an item in the blueprint library doesn't open the prototype explorer.
Steps to reproduce:
1. Create a blueprint, blueprint book, deconstruction planner, or upgrade planner.
2. Place the created item in the player inventory.
3. Hover your cursor over the item ...
Search found 13 matches
- Fri Jul 10, 2026 5:46 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.77] "Open prototype explorer GUI" keybind does not work in blueprint library
- Replies: 1
- Views: 402
- Fri Jul 10, 2026 5:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.77] Incorrect sound effect when placing new items in blueprint library
- Replies: 1
- Views: 474
[Donion] [2.0.77] Incorrect sound effect when placing new items in blueprint library
Summary:
Using the cursor to place an item in the blueprint library that was not already in the blueprint library produces the generic item inventory drop sound effect from pre-2.0, instead of using the specific sound effect for that item. I suspect this is related to https://forums.factorio.com ...
Using the cursor to place an item in the blueprint library that was not already in the blueprint library produces the generic item inventory drop sound effect from pre-2.0, instead of using the specific sound effect for that item. I suspect this is related to https://forums.factorio.com ...
- Fri Jul 10, 2026 5:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.77] Incorrect sound effect when transferring from the blueprint library to inventory
- Replies: 1
- Views: 480
[Donion] [2.0.77] Incorrect sound effect when transferring from the blueprint library to inventory
Summary:
Shift-clicking items from the blueprint library into the inventory produces the generic item movement sound effect from pre 2.0, instead of using the specific sound effect for that item. I suspect this is related to https://forums.factorio.com/134926 .
Steps to reproduce:
1. Open an entity ...
Shift-clicking items from the blueprint library into the inventory produces the generic item movement sound effect from pre 2.0, instead of using the specific sound effect for that item. I suspect this is related to https://forums.factorio.com/134926 .
Steps to reproduce:
1. Open an entity ...
- Mon Apr 28, 2025 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
- Replies: 39
- Views: 9679
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Having solar energy as a prerequisite to space science could also work but I think having multiple prerequisites to trigger technologies in general can be more confusing. For example trying to unlock the foundry by crafting tungsten carbide, without noticing that mining calcite is also a requirement ...
- Mon Apr 28, 2025 12:45 am
- Forum: Ideas and Suggestions
- Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
- Replies: 39
- Views: 9679
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Solar panels are required to beat the game so they should be a dependency somewhere. That's how it has always worked in Factorio before.
I think this kind of comes and goes, there was a while where it wasn't true, then a few version back they added a bunch of prerequisites for science packs ...
- Sat Apr 26, 2025 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
- Replies: 39
- Views: 9679
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
It's quite bold to self-impose rules on the first try, unfortunately the set of rules you picked doesn't allow finishing the game, and the current proposal wouldn't help.
I think you may be misunderstanding the suggestion? Either that or I am misunderstanding what you are saying here, because ...
- Fri Apr 25, 2025 11:56 pm
- Forum: Ideas and Suggestions
- Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
- Replies: 39
- Views: 9679
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
For context, the lens I'm looking at this through is from a potential challenge run idea I had where you only research technologies that are prerequisites for the prometheum science pack research. It is correct that you wouldn't have electric mining drills, nor would you even have gun turrets ...
- Fri Apr 25, 2025 1:43 am
- Forum: Ideas and Suggestions
- Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
- Replies: 39
- Views: 9679
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
There are many ways to play the Game, and deciding not/to use Solar Panels is an intentional Option, with tradeoffs in both directions. The Space Age expansion rearranges the tech tree substantially, and Solar Panels are simply not required for Rockets since Satellites are removed. Don’t read into ...
- Thu Apr 24, 2025 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
- Replies: 39
- Views: 9679
Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
I would prefer if they would go with another suggestion (https://forums.factorio.com/viewtopic.php?t=119792) for the sake of having more options but otherwise I strongly agree.
More power production options could be nice to have, however keep in mind that even if solar panels weren't required ...
- Thu Apr 24, 2025 11:03 am
- Forum: Ideas and Suggestions
- Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
- Replies: 39
- Views: 9679
Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
TL;DR
Since solar panels are required in order to make use of space platforms, unlocking them should be required before unlocking space platforms.
What?
When Space Age is enabled, the research for Rocket Silo should have Solar Energy as a prerequisite.
Why?
Solar panels are the only way to ...
Since solar panels are required in order to make use of space platforms, unlocking them should be required before unlocking space platforms.
What?
When Space Age is enabled, the research for Rocket Silo should have Solar Energy as a prerequisite.
Why?
Solar panels are the only way to ...
- Wed Apr 16, 2025 6:37 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 247
- Views: 180090
Re: Version 2.0.45
Perhaps it may be worth considering making these changes to the achievements themselves rather than the solution in place currently. I do definitely see the argument that launching a rocket without building laser turrets doesn't really mean much if you don't need to build any turrets in the first ...
- Tue Apr 15, 2025 11:23 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 247
- Views: 180090
Re: Version 2.0.45
I think something worth thinking about also is how mods are handled. With mods enabled, you can still get achievements in the game, but they won't count for steam achievements. I don't really ever see any controversy around that, so I'm thinking maybe changing world settings could be handled ...
- Tue Apr 15, 2025 2:38 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 247
- Views: 180090
Re: Version 2.0.45
As a casual player who enjoys watching speedruns, here's my two cents on the achievement disabling changes:
First of all I think it's totally unnecessary to punish players for choosing how they wish to play the game. I understand the thought process behind wanting to keep achievements as, well ...
First of all I think it's totally unnecessary to punish players for choosing how they wish to play the game. I understand the thought process behind wanting to keep achievements as, well ...