Search found 16429 matches

by Rseding91
Sat Jan 03, 2026 11:37 pm
Forum: Outdated/Not implemented
Topic: Make Armor Equipment Rotatable
Replies: 3
Views: 461

Re: Make Armor Equipment Rotatable

Equipment specifically can't be rotated as part of the puzzle that is equipment grids.
by Rseding91
Fri Jan 02, 2026 6:09 pm
Forum: Not a bug
Topic: [2.0.72]A small issue about switching the assembling machine
Replies: 1
Views: 102

Re: [2.0.72]A small issue about switching the assembling machine

The outputs of the machine must be empty before it will switch recipes.
by Rseding91
Fri Jan 02, 2026 4:59 pm
Forum: Won't implement
Topic: Simplify icons data
Replies: 1
Views: 79

Re: Simplify icons data

No.
by Rseding91
Thu Jan 01, 2026 12:08 pm
Forum: Pending
Topic: [2.0.72] Crash mass firing artillery
Replies: 3
Views: 222

Re: [2.0.72] Crash mass firing artillery

Thanks for the report however the log does not show anything useful about the crash. That combined with it “happening within an hour” of re-trying points at unstable hardware. If it was an engine bug you should be able to reproduce it reliably with the exact same steps each time.

If you can ...
by Rseding91
Wed Dec 31, 2025 10:20 pm
Forum: Not a bug
Topic: [2.0.72] Buffer/Requester chests disabled by circuit make one request when placed by blueprint or ctrl+v
Replies: 2
Views: 122

Re: [2.0.72] Buffer/Requester chests disabled by circuit make one request when placed by blueprint or ctrl+v

Thanks for the report however this is simply how circuit logic works for entities. It takes one tick for values to propagate to the entity and apply any enable or disable logic.
by Rseding91
Wed Dec 31, 2025 9:19 pm
Forum: Technical Help
Topic: Server startup error: Duplicate mod elevated-rails.
Replies: 4
Views: 653

Re: Server startup error: Duplicate mod elevated-rails.

The engine specifically errors if a duplicate built-in mod is found since that has historically meant a corrupt install and or failed update.

So no, there's no way to have duplicates with different versions.
by Rseding91
Tue Dec 30, 2025 8:10 pm
Forum: Modding help
Topic: Is there a way to hide items from the "no material for construction" alert?
Replies: 3
Views: 137

Re: Is there a way to hide items from the "no material for construction" alert?

There is not. Ghosts exist as an engine feature to be built by construction robots and so the engine will always attempt to do that. You'll have to decide if you want to live with the alert or look for an alternative method to do what you're after.
by Rseding91
Tue Dec 30, 2025 8:07 pm
Forum: Pending
Topic: [2.0.72] Crash (FollowPathBehavior::executeInternal)
Replies: 1
Views: 164

Re: [2.0.72] Crash (FollowPathBehavior::executeInternal)

Thanks for the report however I am unable to reproduce any such crash when I load the save and let it run. It has now been running for 15 minutes at 2x speed without any issue.
by Rseding91
Tue Dec 30, 2025 7:41 pm
Forum: Not a bug
Topic: [2.0.72] Inconsisent show-clock behavior
Replies: 1
Views: 198

Re: [2.0.72] Inconsisent show-clock behavior

Thanks for the report however this is not a bug. The time shows the local system time always formatting according to how the system says it should be formatted using https://en.cppreference.com/w/cpp/chron ... ltime.html.
by Rseding91
Tue Dec 30, 2025 7:38 pm
Forum: Not a bug
Topic: [2.0.72] Curved rail collides with belt
Replies: 1
Views: 114

Re: [2.0.72] Curved rail collides with belt

Thanks for the report however this is not a bug.
by Rseding91
Mon Dec 29, 2025 9:41 pm
Forum: Fixed for 2.1
Topic: [2.0.72] seed not used from map-gen-settings.json
Replies: 4
Views: 323

Re: [2.0.72] seed not used from map-gen-settings.json

So.... seed "1" is treated as "default" internally which signals to use a random seed.

Using literally any other seed value will get you the result you're looking for.

I've changed it for 2.1 so it will detect if the player explicitly put "1" in the field and not treat it as generate random seed.
by Rseding91
Mon Dec 29, 2025 2:39 am
Forum: Not a bug
Topic: [2.0.72] Pipette on Wood Processing recipe selects tree seeds
Replies: 2
Views: 152

Re: [2.0.72] Pipette on Wood Processing recipe selects Tree Seeds

Thanks for the report however that is working as intended. Pipette picks the recipe results if it’s an item.
by Rseding91
Sun Dec 28, 2025 1:07 pm
Forum: Fixed for 2.1
Topic: [2.0.72] seed not used from map-gen-settings.json
Replies: 4
Views: 323

Re: [2.0.72] seed not used from map-gen-settings.json

Thanks for the report however I cannot reproduce any such issue. When I test: it makes the save and uses the exact seed provided in the example.json.

Are you sure you're loading the correct save(s)? The log shows it's putting them in C:\Users\gweneph.doering\Downloads\Factorio_2.0.72\bin\x64\test1 ...
by Rseding91
Sun Dec 28, 2025 12:55 pm
Forum: Not a bug
Topic: [2.0.72] Inc/Dec quality controls block Next/Prev clipboard
Replies: 1
Views: 121

Re: [2.0.72] Inc/Dec quality controls block Next/Prev clipboard

Thanks for the report however this is not a bug. Quality cycling with blueprints is not a thing - blueprints are the exact entity in them at the exact quality in them.
by Rseding91
Fri Dec 26, 2025 6:31 pm
Forum: Gameplay Help
Topic: 65535 max slots on a ship?
Replies: 8
Views: 381

Re: 65535 max slots on a ship?

Eternal wrote: Fri Dec 26, 2025 6:22 pm so , i can actually can have more slots yes? but game wont "show" them in the total
No, it maxes out at 65535 slots. You can build more cargo bays but it will not make the inventory bigger.
by Rseding91
Fri Dec 26, 2025 5:00 pm
Forum: Fixed for 2.1
Topic: [2.0.72]quality_affects_energy_usage true somehow remove polution
Replies: 1
Views: 212

Re: [2.0.72]quality_affects_energy_usage true somehow remove polution

Thanks for the report. This is now fixed for 2.1.
by Rseding91
Thu Dec 25, 2025 11:31 pm
Forum: Not a bug
Topic: [2.0.72] bots keep taking repair packs and stuck themselves
Replies: 13
Views: 701

Re: [2.0.72] bots keep taking repair packs and stuck themselves

I was referring to the save provided in the original report. Robots follow the same preferences as logistic robots when finding repair pack: storage first then providers.

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