What
If you have a turret with turret_base_has_direction=false then the turret assumes that it doesn't support direction. This means the direction is (sometimes?) not saved in blueprints which causes weird behaviour where (sometimes) the turret looses direction.
Reproduction
This came up with ...
Search found 467 matches
- Sat Jun 28, 2025 9:24 pm
- Forum: Bug Reports
- Topic: [2.0.58] Turret with turret_base_has_direction=false loses direction sometimes in blueprints
- Replies: 0
- Views: 391
- Sat Jun 28, 2025 5:56 pm
- Forum: Modding interface requests
- Topic: Adding "bonus" properties to LuaRecipe
- Replies: 3
- Views: 554
- Sat Jun 28, 2025 5:47 pm
- Forum: Modding interface requests
- Topic: Adding "bonus" properties to LuaRecipe
- Replies: 3
- Views: 554
Re: Adding "bonus" properties to LuaRecipe
+1 This would be useful for space exploration too. Even if its similar rto ProductivityBonus Tech Effect.
- Wed Jun 25, 2025 6:31 am
- Forum: Ideas and Suggestions
- Topic: Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
- Replies: 7
- Views: 929
Re: Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
+1 This has happened to me too many times
- Wed Jun 11, 2025 8:06 pm
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 3912
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Thanks for responding Lou!
Most likely yes, but it has lower priority than bugfixes - so please create a feature request post so it is not forgotten.
Created a request: https://forums.factorio.com/viewtopic.php?p=674301#p674301
That's a bit more problematic both technically and design-wise ...
Most likely yes, but it has lower priority than bugfixes - so please create a feature request post so it is not forgotten.
Created a request: https://forums.factorio.com/viewtopic.php?p=674301#p674301
That's a bit more problematic both technically and design-wise ...
- Wed Jun 11, 2025 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Guess cover tile to use when no cover tile is set yet
- Replies: 0
- Views: 369
Guess cover tile to use when no cover tile is set yet
Created as suggested by Lou: https://forums.factorio.com/viewtopic.php?p=674092#p674092
Currently force building will fail on non-buildable tiles if you haven't placed a cover tile before on that specific non-buildable tile. This means that you need to first manually place a cover tile on every ...
Currently force building will fail on non-buildable tiles if you haven't placed a cover tile before on that specific non-buildable tile. This means that you need to first manually place a cover tile on every ...
- Wed Jun 11, 2025 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Store cover tile per player per surface per force
- Replies: 0
- Views: 363
Store cover tile per player per surface per force
Created as suggested by Lou: https://forums.factorio.com/viewtopic.php?p=674091#p674091
Currently the default cover tile that's used for force building is stored per force, and not per player. This can create very annoying situations in multiplayer where while you're purpousfully using a specific ...
Currently the default cover tile that's used for force building is stored per force, and not per player. This can create very annoying situations in multiplayer where while you're purpousfully using a specific ...
- Mon Jun 09, 2025 11:52 am
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 3912
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
The non-default covers are saved per-tile. In the "not-works" save, you paved over (some) natural ice, but not over ice-platfrom, that's why the autofill failed
In this case, could it not take a guess and take the first coverable tile instead of failing? Just like when you pipette some ores it ...
- Thu Jun 05, 2025 7:28 pm
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 3912
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
To mitigate this issue, the game substitutes the last used cover tile as a proxy for default tile cover for the covered tile (per surface per force).
Could this be adjusted to be per player per surface per force? We are running into this in our Space Exploration closed-testing where players ...
- Tue May 27, 2025 10:05 am
- Forum: Duplicates
- Topic: [2.0.52] Roboport energy buffer never 100% full depending on entity placement order
- Replies: 1
- Views: 343
[2.0.52] Roboport energy buffer never 100% full depending on entity placement order
What
The energy of a modded roboport is never 100% full when connected to multiple networks, where the closest network is unpowered. It's always off by the energy drain per tick.
We ran into this with AAI Signal Tranmission where the transceivers are roboports, and we periodically check if the ...
The energy of a modded roboport is never 100% full when connected to multiple networks, where the closest network is unpowered. It's always off by the energy drain per tick.
We ran into this with AAI Signal Tranmission where the transceivers are roboports, and we periodically check if the ...
- Mon May 26, 2025 7:25 am
- Forum: Questions, reviews and ratings
- Topic: Offshore pump - all known releases after 2.0
- Replies: 1
- Views: 448
Re: Offshore pump - all known releases after 2.0
This sounds like a bug with the waterfill mod, you need to post it there.
- Sun May 25, 2025 9:49 am
- Forum: Technical Help
- Topic: Do I have the Space Age?
- Replies: 9
- Views: 934
Re: Do I have the Space Age?
If you want to end this mild embarassment...
That's not a very nice thing to say :)
My apologies 😅 I didn't mean to offend — just surprised to see such basic questions like: "how to install a game I just purchased?" on the official forum.
Yeah it's easy to forget that not everyone has ...
- Sun May 25, 2025 9:28 am
- Forum: Technical Help
- Topic: Do I have the Space Age?
- Replies: 9
- Views: 934
Re: Do I have the Space Age?
Are you sure you downloaded it? Did you enable the mods in the Mods menu?techi wrote: Sun May 25, 2025 7:58 am This is what says it. I am confus. My research tree says NOT space age. I bought the Space Age right now. What is going on?
That's not a very nice thing to say

- Fri May 23, 2025 10:36 am
- Forum: Ideas and Suggestions
- Topic: Show `Obtained by launching X` in Factoriopedia
- Replies: 0
- Views: 313
Show `Obtained by launching X` in Factoriopedia
What
In Factoriopedia show when an item is the rocket launch product of some other item. An good example of this is the base game's science packs. You can see that the satellite has a rocket launch product "Space Science", but when clicking on "Space Science" the only way we know that it can be ...
In Factoriopedia show when an item is the rocket launch product of some other item. An good example of this is the base game's science packs. You can see that the satellite has a rocket launch product "Space Science", but when clicking on "Space Science" the only way we know that it can be ...
- Mon May 19, 2025 9:47 am
- Forum: Ideas and Suggestions
- Topic: Tanks shouldn't bump into spidertrons following them
- Replies: 3
- Views: 505
Re: Tanks shouldn't bump into spidertrons following them
A workaround is to add this modded equipment to your tank. Then you don't need the spider for vision 
https://mods.factorio.com/mod/radar-equipment

https://mods.factorio.com/mod/radar-equipment
- Wed May 14, 2025 2:53 pm
- Forum: Modding interface requests
- Topic: Add basic_settings to MapSettings
- Replies: 1
- Views: 289
Re: Add basic_settings to MapSettings
+1 yes please. This is really not a nice player experience. And many players will still miss this setting. I did the first time I played SE.
- Mon May 12, 2025 12:01 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 6702
Re: Version 2.0.48
If you want to play with the new valve prototypes then check out the Valves mod ! It now uses the new prototypes provided by the game engine. Additionally it allows you to easily configure the threshold in-game for every valve you place (based on some default settings), whereas the vanilla valves ...
- Fri May 09, 2025 2:44 pm
- Forum: Duplicates
- Topic: [2.0.47] Tooltip showing wrong with mod owners and scrollbar
- Replies: 1
- Views: 239
[2.0.47] Tooltip showing wrong with mod owners and scrollbar
What
The tooltip in this instance does not show correctly when the "Show mod owners in tooltips" is selected.
It seems to show up when the new scroll bar appears. It happened on my screen due to 125% interface, but also reproducable on 100% interface scale if I make the window smaller. If make ...
The tooltip in this instance does not show correctly when the "Show mod owners in tooltips" is selected.
It seems to show up when the new scroll bar appears. It happened on my screen due to 125% interface, but also reproducable on 100% interface scale if I make the window smaller. If make ...
- Thu May 01, 2025 7:07 am
- Forum: Modding interface requests
- Topic: Reduce overhead of LuaEntity::get_signals with parameter if_modified_since
- Replies: 2
- Views: 315
- Sat Apr 26, 2025 1:58 pm
- Forum: Modding interface requests
- Topic: Add flexibility for SpacePlatformHub
- Replies: 2
- Views: 330
Re: Add flexibility for SpacePlatformHub
+1
Would be nice if it's extended to the Landing Pad too. I would make a mod to disable logistcs of the landing pads. I don't like using bots moving bulk items for sciences, etc, but the landing pad being always connected makes this a little tricky.
Would be nice if it's extended to the Landing Pad too. I would make a mod to disable logistcs of the landing pads. I don't like using bots moving bulk items for sciences, etc, but the landing pad being always connected makes this a little tricky.