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by Rseding91
Fri Jun 19, 2026 1:52 am
Forum: Fixed for 2.1
Topic: [2.0.72] Undo item has nil entries
Replies: 10
Views: 1566

Re: [2.0.72] Undo item has nil entries

I've changed this for 2.1 so 'invalid' entries are included but will only have type and tags.
by Rseding91
Thu Jun 18, 2026 5:49 pm
Forum: Duplicates
Topic: [2.0.76] Bug when productivity isn't allowed in a furnace recipe
Replies: 6
Views: 162

Re: [2.0.76] Bug when productivity isn't allowed in a furnace recipe

The reason the item isn't "given" is you've set ignored_by_productivity above the amount the recipe gives. So functionally, it will never produce any result from productivity effects. It has nothing to do with allow_productivity = false in the recipe.
by Rseding91
Wed Jun 17, 2026 3:09 pm
Forum: Technical Help
Topic: [2.0.76] Crash when placing power pole
Replies: 2
Views: 195

Re: [2.0.76] Crash when placing power pole

Thanks for the report however the log file does not show any kind of crash. That, combined with your system restarting says this is a system instability issue and not related to Factorio. You'll have to figure out what's broken (hardware or bad drivers).
by Rseding91
Wed Jun 17, 2026 2:57 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Text fields ignore numpad
Replies: 2
Views: 226

Re: [2.0.76] Text fields ignore numpad

Thanks for the report. This is now fixed for 2.1.
by Rseding91
Tue Jun 16, 2026 12:55 pm
Forum: Minor issues
Topic: [2.0.25] Custom input linked to clicking fires twice on remote view
Replies: 7
Views: 942

Re: [2.0.25] Custom input linked to clicking fires twice on remote view

Mods can’t emulate or react to fire on mouse up. Custom inputs only fire on mouse down.
by Rseding91
Tue Jun 16, 2026 7:54 am
Forum: Minor issues
Topic: [2.0.25] Custom input linked to clicking fires twice on remote view
Replies: 7
Views: 942

Re: [2.0.25] Custom input linked to clicking fires twice on remote view

Remote view specifically send a simulated "mouse click" on mouse-release in remote view so time-short but literal-distance-long mouse drags work, but time-short but literal-distance-short drags do not get lost to tiny drag actions.

That is: if you click, move the mouse 2 pixels, and release the ...
by Rseding91
Mon Jun 15, 2026 1:42 pm
Forum: Not a bug
Topic: [2.0.76] Crash on start loading mods, excessive memory allocation failed
Replies: 6
Views: 529

Re: [2.0.76] Crash on start loading mods, excessive memory allocation failed

I looked into this and it's simply that you're running out of memory due to the mod configuration you've installed and setup.
by Rseding91
Mon Jun 15, 2026 1:12 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 462
Views: 420358

Re: Performance optimization - post your saves

Time spent when multi-threading things have nothing to do is known but no clean solution was ever found. Since the case of "they have nothing to do" is paired with "the map itself probably has nothing to do" it was never deemed important enough for additional complexity in not sending the threads to ...
by Rseding91
Mon Jun 15, 2026 7:18 am
Forum: Bug Reports
Topic: [2.0.77] Utility constants related to vignettes do nothing
Replies: 2
Views: 226

Re: [2.0.77] Utility constants related to vignettes do nothing

Do you have menu simulations disabled? From looking at the code - those values are only used when the simulations are shown.
by Rseding91
Mon Jun 15, 2026 7:16 am
Forum: Minor issues
Topic: Map Preview Shows Incorrect Biter Nest
Replies: 1
Views: 98

Re: Map Preview Shows Incorrect Biter Nest

Thanks for the report however we will not be doing anything about this. The preview is a best-guess preview and not the full real thing. For that, you can simply click the generate world and observe the real thing.
by Rseding91
Sun Jun 14, 2026 2:56 pm
Forum: Ideas and Suggestions
Topic: Use recent OpenSSL that has no known CVEs
Replies: 6
Views: 389

Re: Use recent OpenSSL that has no known CVEs

Factorio multiplayer does not use SSL, or any form of encryption. As far as I remember it’s only used for downloading mods, updates for the zip version of the game, and communication with the matching server (browsing the available games to join).
by Rseding91
Fri Jun 12, 2026 11:21 pm
Forum: Not a bug
Topic: [2.0.76] Train in "no path" state not considered in station
Replies: 4
Views: 293

Re: [2.0.76] Train in "no path" state not considered in station

"At station" is when a train is internally registered with a train stop as "stopped at station". A train can physically stay at the same location and un-register from the train stop. At that point - it's not "at station" and instead may be in "no path".

This is working correctly.
by Rseding91
Fri Jun 12, 2026 11:20 pm
Forum: Not a bug
Topic: [2.0.76] Cannot Set Recipe on Biochambers if "No Nutrients"
Replies: 1
Views: 108

Re: [2.0.76] Cannot Set Recipe on Biochambers if "No Nutrients"

Thanks for the report however this is not a bug. Other crafting machines work identically: the machine will not switch the recipe while a craft is in progress.
by Rseding91
Fri Jun 12, 2026 3:38 pm
Forum: Ideas and Suggestions
Topic: [2.0.76] Inserer pickup indicators are mislieading.
Replies: 1
Views: 134

Re: [2.0.76] Inserer pickup indicators are mislieading.

Moved to ideas and suggestions as this is not a bug and so doesn’t belong in bug reports.
by Rseding91
Wed Jun 10, 2026 6:01 pm
Forum: Fixed for 2.1
Topic: Changing Assembler Speed can lead to inserters deadlocking
Replies: 1
Views: 332

Re: Changing Assembler Speed can lead to inserters deadlocking

Thanks for the report. After thinking about this one more (this issue has come up in the past without a nice fix) we found a solution and this is now fixed for 2.1.
by Rseding91
Wed Jun 10, 2026 11:58 am
Forum: Not a bug
Topic: [2.0.76] Electric Network Info doesn't update when changing views
Replies: 1
Views: 140

Re: [2.0.76] Electric Network Info doesn't update when changing views

Thanks for the report. This is working correctly: the electric network view was never set to switch when viewing other platforms. Only the hub GUI itself.
by Rseding91
Wed Jun 10, 2026 6:43 am
Forum: Not a bug
Topic: Factoriopedia hotkey not correctly honored when clicking on a recipe
Replies: 1
Views: 197

Re: Factoriopedia hotkey not correctly honored when clicking on a recipe

From looking at it; the recipe title box doesn't require any specific hotkey - just "click it" opens it in Factoriopedia.
by Rseding91
Tue Jun 09, 2026 11:16 pm
Forum: Ideas and Suggestions
Topic: Mod Manager: Add 'Confirm & Exit' Button
Replies: 2
Views: 182

Re: Mod Manager: Add 'Confirm & Exit' Button

Holding control when clicking confirm will do that.

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