Search found 16861 matches
- 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.
- 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.
- Wed Jun 17, 2026 3:11 pm
- Forum: Mod portal Discussion
- Topic: Internal name is inconsistently (not?) case sensitive
- Replies: 4
- Views: 259
Re: Internal name is inconsistently (not?) case sensitive
You'll have to pick another name.
- 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).
- 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.
- Tue Jun 16, 2026 8:43 pm
- Forum: Duplicates
- Topic: [2.0.76] After ship is ordered to depart, it still dispatches NEW inserter loaded rockets
- Replies: 3
- Views: 166
- 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.
- 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 ...
That is: if you click, move the mouse 2 pixels, and release the ...
- 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.
- 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 ...
- 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.
- 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.
- 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).
- 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.
This is working correctly.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.