Search found 3870 matches
- Thu Sep 17, 2026 3:05 pm
- Forum: Implemented mod requests
- Topic: Productivity_Max per building and per recipe
- Replies: 1
- Views: 2869
Re: Productivity_Max per building and per recipe
This was implemented via RecipePrototype::maximum_productivity and the limits on EffectReceiver on machines that can be affected by modules/beacons.
- Thu Sep 17, 2026 2:43 pm
- Forum: Bug Reports
- Topic: [2.0.75] Train switches to automatic when bots attach artillery wagon
- Replies: 9
- Views: 1666
Re: [2.0.75] Train switches to automatic when bots attach artillery wagon
I looked into making the switch-to-auto only happen when built from a blueprint however this fails when it comes to fuel deliveries, since the fuel delivery finishing also switches to automatic.
If it's not built from a blueprint, it shouldn't have a fuel delivery. So this edgecase would only ...
- Thu Sep 17, 2026 2:36 pm
- Forum: Resolved for the next release
- Topic: [Bilka] [2.1.17] libpng warnings: iCCP RGB profile on greyscale PNGs
- Replies: 1
- Views: 274
Re: [Bilka] [2.1.17] libpng warnings: iCCP RGB profile on greyscale PNGs
The command to strip only the icc profile is magick <file> +profile icc <file>. Thanks for the report, fixed for 2.1.20.
- Thu Sep 17, 2026 11:48 am
- Forum: Resolved Requests
- Topic: Clarify description of LuaPlayer::spectator
- Replies: 2
- Views: 329
Re: Clarify description of LuaPlayer::spectator
LuaPlayer::spectator will be removed in 2.1.20.
- Thu Sep 17, 2026 10:46 am
- Forum: Bug Reports
- Topic: [2.0.75] Train switches to automatic when bots attach artillery wagon
- Replies: 9
- Views: 1666
Re: [2.0.75] Train switches to automatic when bots attach artillery wagon
Since there is no dev response here, I am moving this back to bug reports. The fact that any ghost wagon connected to a train causes the train to just drive off when the wagon is revived is quite annoying for players, e.g. https://forums.factorio.com/134826. The train starts moving even when more of ...
- Wed Sep 16, 2026 11:54 am
- Forum: Modding help
- Topic: Hiding demolisher segments?
- Replies: 7
- Views: 355
Re: Hiding demolisher segments?
I meant what Osmo said. Though I was thinking more to hide/remove the (entire) demolisher only during the burrowing, not the whole time. Since presumably you're making some kind of custom implementation for the burrowing anyway since demolishers can't do that.
I don't know your implementation, but ...
I don't know your implementation, but ...
- Mon Sep 14, 2026 2:50 pm
- Forum: Resolved Requests
- Topic: `get_blueprint_entity_tags` return type should be optional
- Replies: 1
- Views: 240
Re: `get_blueprint_entity_tags` return type should be optional
Thanks for the note, fixed the docs for the next release.
- Mon Sep 14, 2026 2:38 pm
- Forum: Already exists
- Topic: Set mirroring on a foundry with no fluid recipe
- Replies: 1
- Views: 182
Re: Set mirroring on a foundry with no fluid recipe
From what I can test, /c game.player.surface.create_entity{name="foundry", mirror=true, force="player", position={0,0}} produces a mirrored foundry.
- Mon Sep 14, 2026 2:32 pm
- Forum: Documentation Improvement Requests
- Topic: Required Prototypes Auxillary Page
- Replies: 3
- Views: 302
Re: Required Prototypes Auxillary Page
[Merged into doc improvement request]
- Mon Sep 14, 2026 2:31 pm
- Forum: Resolved Requests
- Topic: AssemblingMachinePrototype.gui_title_key
- Replies: 1
- Views: 155
Re: AssemblingMachinePrototype.gui_title_key
Thanks for the note, fixed for the next doc release.
- Mon Sep 14, 2026 2:14 pm
- Forum: Not a bug
- Topic: [2.1.17] Quality Transfer Behavior Inconsistent depending on which signal is set to select from
- Replies: 1
- Views: 107
Re: [2.1.17] Quality Transfer Behavior Inconsistent depending on which signal is set to select from
It outputs the target signal with the specified quality and its original value . If no normal quality item is in the chest then the normal quality input signal has a value of 0, so the output signal also has a value of 0. You have to supply some value on the target signal if you want a non-zero ...
- Mon Sep 14, 2026 2:02 pm
- Forum: Modding help
- Topic: Hiding demolisher segments?
- Replies: 7
- Views: 355
Re: Hiding demolisher segments?
For making fancy graphics/animations it seems more powerful to me to use simple entities or LuaRendering than trying to use the demolisher itself, since it's not really set up to do anything besides what it does in the base game.
- Mon Sep 14, 2026 1:48 pm
- Forum: Wiki Talk
- Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
- Replies: 27
- Views: 13342
Re: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
As I've been looking over pages, I've noticed some errors in the German translations (because that's a language I know) that look like they're from AI or machine translation (e.g. "Luftgestützte Artilleriegranaten sind auf der Karte sichtbar" from "Airborne artillery shells can be seen on the map ...
- Mon Sep 14, 2026 1:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.17] Lamp color mapping (unexpected behaviour)
- Replies: 5
- Views: 534
Re: [2.1.17] Lamp color mapping (unexpected behaviour)
Thanks for the report, fixed for 2.1.18 (by changing the order in the GUI, circuit behaviour stays the same).
- Mon Sep 07, 2026 6:14 pm
- Forum: Modding help
- Topic: Problems getting the Localized Names of Items
- Replies: 2
- Views: 172
Re: Problems getting the Localized Names of Items
The localised_name in this case is a LocalisedString so something like {"item-name.iron-plate"} . If you try to sort by that, it will sort by exactly that, not the string that's displayed in the GUI (like Iron plate in English or Eisenplatte in German). If you want to sort by the translated result ...
- Sun Sep 06, 2026 7:57 am
- Forum: Gameplay Help
- Topic: ALT-scroll for big tooltips
- Replies: 5
- Views: 1616
Re: ALT-scroll for big tooltips
For dealing with recipe tooltips you can use Factoriopedia instead, alt + click on the recipe to access it.
- Sun Sep 06, 2026 7:56 am
- Forum: Technical Help
- Topic: [2.0.77] Can't move the character with WASD
- Replies: 4
- Views: 619
Re: [2.0.77] Can't move the character with WASD
They already explained that the issue is 2.0 only and fixed in 2.1 (including 2.1.17). So there's not really anything to do here, since 2.1 fixes it.
- Sat Sep 05, 2026 6:34 am
- Forum: Technical Help
- Topic: [2.1.17] Scenario Editor intermittently throttles at 30 UPS
- Replies: 7
- Views: 577
Re: [2.1.17] Scenario Editor intermittently throttles at 30 UPS
I have to ask, do you have VSync enabled or disabled and does this behavior change if you toggle it?
- Fri Sep 04, 2026 5:53 pm
- Forum: Resolved Requests
- Topic: WaterTileEffectParameters improvement request
- Replies: 3
- Views: 316
Re: WaterTileEffectParameters improvement request
Thanks for pointing this out, added docs for 2.1.18:
Screenshot_20260904_195237.png
far_zoom:
If they are set to a tuple, the properties animation_scale, dark_threshold, reflection_threshold and specular_threshold are linearly interpolated between each of their two values based on the current ...
Screenshot_20260904_195237.png
far_zoom:
If they are set to a tuple, the properties animation_scale, dark_threshold, reflection_threshold and specular_threshold are linearly interpolated between each of their two values based on the current ...
- Thu Sep 03, 2026 6:29 am
- Forum: Implemented mod requests
- Topic: Add ability to read orphaned storage tables on load, enabling cleanly forking mods
- Replies: 4
- Views: 441
Re: Add ability to read orphaned storage tables on load, enabling cleanly forking mods
You can likely use the console with the mod prefix to migrate the storage table from one mod to the other( /c __old-mod__ storage gives you that mod's storage).
I highly doubt we're going to interfere with individual modder's decisions regarding what they do with their mods.
I highly doubt we're going to interfere with individual modder's decisions regarding what they do with their mods.