Search found 37 matches
- Tue Apr 29, 2025 7:46 pm
- Forum: Releases
- Topic: Version 2.0.47
- Replies: 4
- Views: 11628
Re: Version 2.0.47
Look at all those stuck rockets getting unstuck at once! Beautiful!
- Tue Apr 29, 2025 12:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.46] Rocket silo launches are broken
- Replies: 7
- Views: 1639
Re: [2.0.46] Rocket silo launches are broken
I'd like to chime in with my (apparently) variant of this bug.
- No (non-Wube) mods.
- Only happens on Nauvis.
- All silos have "automatic requests" checkbox ticked.
- Silos will request items, the items get delivered, then the silos sit forever (30 minutes observed).
- Some items seem to launch ...
- No (non-Wube) mods.
- Only happens on Nauvis.
- All silos have "automatic requests" checkbox ticked.
- Silos will request items, the items get delivered, then the silos sit forever (30 minutes observed).
- Some items seem to launch ...
- Tue Apr 29, 2025 11:29 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 13584
Re: Version 2.0.46
Lots of stuff, nice but this "broke" rocket silo throughput a lot.
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request ...
- Tue Apr 29, 2025 11:28 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 13584
Re: Version 2.0.46
Balancing
Changed piercing ammo recipe to be cheaper.
wait, what is the new Recipe now? (for people who cant open the game right now)
Old:
1 firearm magazine
1 steel plate
5 copper plates
New:
2 firearm magazines
1 steel plate
2 copper plates
Change:
Copper plates: 5 -> 2
Iron ...
- Tue Apr 29, 2025 11:07 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 13584
Re: Version 2.0.46
Lots of stuff, nice but this "broke" rocket silo throughput a lot.
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request the ...
- Fri Nov 22, 2024 2:43 pm
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 24518
Re: Version 2.0.21
2.0.21 has had a massive performance improvement on the Mac if I turn "render in native resolution" back on.
I don't know what you've done but the result on a MacBook Air M2 is stunning indeed.
Chapeau!
Also on my vintage 2016 MacBook Pro running Monterey Factorio is now
(not perfect as ...
- Mon Nov 04, 2024 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: apply permanent movement bonus of 150% to mech suit
- Replies: 9
- Views: 1466
Re: Suggestion: apply permanent movement bonus of 150% to mech suit
I guess another fix would be to apply the pavement bonus even while flying. It's no less realistic than exoskeletons working during flight.
Also no less realistic than getting a double boost when running on a belt that's on pavement. I think that would be fair, yes.
I suppose a potential ...
- Mon Nov 04, 2024 11:16 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: apply permanent movement bonus of 150% to mech suit
- Replies: 9
- Views: 1466
Re: Suggestion: apply permanent movement bonus of 150% to mech suit
I don't know whether a permanent 150% is the best way to go about it, but the constant speed changes certainly feel a bit jarring when I'm moving across my paved base. I was actually considering un-paving it. Can you imagine? I can almost see Dosh shaking his head in the distance at the idea of ...
- Mon Feb 15, 2021 6:04 pm
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 69418
Re: Add SRV Record support
I would definitely love to see SRV supported by Factorio. It's an immensely useful thing.
- Mon Apr 06, 2020 5:52 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514484
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
Meanwhile, at my east wall...



- Mon Mar 30, 2020 12:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514484
- Sun Mar 29, 2020 6:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514484
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
It seems the setting to disable artifacts does not work. Biters still drop alien artifacts. And I don't think there's anything I can do with them anyway. Is this a known issue?
- Wed Jan 01, 2020 6:22 pm
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 109
- Views: 75137
Re: [Mod 0.17] Power Armor MK3
I'd like to see the option to disable all additional equipment. I play with Induction Charging and Bigger Batteries mods, which means the extra battery and generators added by this mod get in the way.
- Fri Dec 27, 2019 10:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
- Replies: 3
- Views: 2032
Re: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
Some of that looks like it dies when trying to save a modded entity blueprint. Any way to figure out which one?
- Thu Dec 26, 2019 11:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
- Replies: 3
- Views: 2032
[0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
This just started happening. I'm several hours into this map, and then it crashed during autosave. I reload, and it crashes again on next autosave. So I reload again, try to save manually, and sure enough it crashes again.
Mods folder: https://files.mkaito.net ...
Mods folder: https://files.mkaito.net ...
- Mon Jul 22, 2019 12:54 pm
- Forum: Mod portal Discussion
- Topic: Email based workflow for the mod portal
- Replies: 2
- Views: 2042
Email based workflow for the mod portal
Hi!
I'm an email person. In particular, a plaintext email person.
Which means there are two things that I would love seeing.
Here's what a message notification looks like for me:
https://i.imgur.com/PVii3jj.png
While the email is reasonably simple, it's still unnecessarily annoying that I have ...
I'm an email person. In particular, a plaintext email person.
Which means there are two things that I would love seeing.
Here's what a message notification looks like for me:
https://i.imgur.com/PVii3jj.png
While the email is reasonably simple, it's still unnecessarily annoying that I have ...
- Thu Jun 20, 2019 3:33 pm
- Forum: Mod portal Discussion
- Topic: Automatic mod uploading by mod authors possible?
- Replies: 6
- Views: 4665
Re: Automatic mod uploading by mod authors possible?
This would be amazing. We clearly need more automation here 

- Fri Jun 07, 2019 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.46] Crash when startup
- Replies: 5
- Views: 5569
Re: [0.17.46] Crash when startup
Also happening here.
chris@cryptbreaker
------------------
OS: Arch Linux x86_64
Kernel: 5.1.7-1-ck-zen
Uptime: 50 mins
Packages: 1429 (pacman), 5648 (nix)
Shell: zsh 5.7.1
Resolution: 3840x2160, 2160x3840
WM: i3
Theme: Adwaita [GTK2/3]
Icons: Adwaita [GTK2/3]
CPU: AMD Ryzen 7 2700X (16) @ 3 ...
chris@cryptbreaker
------------------
OS: Arch Linux x86_64
Kernel: 5.1.7-1-ck-zen
Uptime: 50 mins
Packages: 1429 (pacman), 5648 (nix)
Shell: zsh 5.7.1
Resolution: 3840x2160, 2160x3840
WM: i3
Theme: Adwaita [GTK2/3]
Icons: Adwaita [GTK2/3]
CPU: AMD Ryzen 7 2700X (16) @ 3 ...
- Fri May 10, 2019 12:49 pm
- Forum: Bob's mods
- Topic: Boblogistics: option to disable parts
- Replies: 6
- Views: 3227
Re: Boblogistics: option to disable parts
I came here to request exactly this: I use Optera's Train overhaul mod, and would like to use Bob's Logistics without all the extra trains.
In fact, the mod is so big that it's kind of overwhelming. Being able to disable parts of it would be quite interesting, also for some of the other modular ...
In fact, the mod is so big that it's kind of overwhelming. Being able to disable parts of it would be quite interesting, also for some of the other modular ...
- Mon Apr 15, 2019 11:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.31] Can not bind mouse buttons past 7
- Replies: 1
- Views: 2474
[0.17.31] Can not bind mouse buttons past 7
When I try to bind any of the extra 3 buttons my mouse has, this happens:
factorio-017-bug-mouse-bind.png
The button then works, but it seems that factorio can't differentiate them, and all 3 mouse buttons now do the same thing.
This used to work on 0.16, so presumably an issue with SDL? Let me ...
factorio-017-bug-mouse-bind.png
The button then works, but it seems that factorio can't differentiate them, and all 3 mouse buttons now do the same thing.
This used to work on 0.16, so presumably an issue with SDL? Let me ...