Search found 16429 matches
- 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- Forum: Outdated/Not implemented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.
- 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.
- Fri Jan 02, 2026 5:01 pm
- Forum: Modding interface requests
- Topic: a way to ensure quality (or any mod) is loaded at the last possible moment
- Replies: 2
- Views: 121
Re: a way to ensure quality (or any mod) is loaded at the last possible moment
Optional prerequisites? If such a thing was added.
- Fri Jan 02, 2026 4:59 pm
- Forum: Won't implement
- Topic: Simplify icons data
- Replies: 1
- Views: 79
- Thu Jan 01, 2026 8:16 pm
- Forum: Not a bug
- Topic: [2.0.72] Item requests not always included in blueprint components list
- Replies: 4
- Views: 212
Re: [2.0.72] Item requests not always included in blueprint components list
Only fuel are included in blueprints by design.
- 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 ...
If you can ...
- 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.
- 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.
So no, there's no way to have duplicates with different versions.
- 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.
- 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.
- 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.
- 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.
- 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.
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.
- Mon Dec 29, 2025 12:50 pm
- Forum: Not a bug
- Topic: Pasting blueprint with legendary Roboport creates even if you don't have them
- Replies: 3
- Views: 299
Re: Pasting blueprint with legendary Roboport creates even if you don't have them
Ah, then yes that’s a mod issue.
- 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.
- 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 ...
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 ...
- 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.
- 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?
No, it maxes out at 65535 slots. You can build more cargo bays but it will not make the inventory bigger.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
- 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.
- 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.