In 2.1.8 when multiple logistic groups with 0 uses are deleted in quick succession via a requester chest the server becomes non responsive indefinitely. There is no entry made to the Factorio current log or the console (stdout logged).
The .lock file remains until I send a server shutdown request ...
Search found 289 matches
- Sun Jun 28, 2026 12:14 am
- Forum: Resolved for the next release
- Topic: [2.1.8] Deleting Logistic Groups crashes(?) dedicated linux server
- Replies: 1
- Views: 151
- Thu Jun 04, 2026 11:57 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Fast replacing combinator to different quality loses description
- Replies: 1
- Views: 332
[2.0.76] Fast replacing combinator to different quality loses description
Hi,
When you super force build (control + shift) to fast replace a combinator that has a logistic group and description set to a combinator of a different quality, the description is lost, but the logistic group remains.
When you super force build (control + shift) to fast replace a combinator that has a logistic group and description set to a combinator of a different quality, the description is lost, but the logistic group remains.
- Sun Apr 12, 2026 3:40 pm
- Forum: Gameplay Help
- Topic: Construction Robots flying to "deliver" with no item in them.
- Replies: 5
- Views: 972
Re: Construction Robots flying to "deliver" with no item in them.
Oh and it then continues on the second half of its journey empty?
- Sun Apr 12, 2026 2:04 pm
- Forum: Gameplay Help
- Topic: Construction Robots flying to "deliver" with no item in them.
- Replies: 5
- Views: 972
Construction Robots flying to "deliver" with no item in them.
In the below save and picture there are construction robots flying to a steel chest that has items ghost requested.
04-12-2026, 15-03-48.png
Some of the robots have no items in them and have the task listed as "deliver". They go to the steel chest, drop off their 0 items and then fly to a ...
04-12-2026, 15-03-48.png
Some of the robots have no items in them and have the task listed as "deliver". They go to the steel chest, drop off their 0 items and then fly to a ...
- Fri Dec 05, 2025 9:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
- Replies: 2
- Views: 812
[2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
A vanilla multiplayer server crashed. Multiple players were undoing large deconstruction jobs at the time if that's relevant to the error message.
Linux non-interrupting autosave is enabled, but they were scheduled every 10 minutes and this looks to have crashed 7 minutes after the previous save, 3 ...
Linux non-interrupting autosave is enabled, but they were scheduled every 10 minutes and this looks to have crashed 7 minutes after the previous save, 3 ...
- Sat Nov 22, 2025 11:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.72] Character and iceberg draw order erratic
- Replies: 2
- Views: 990
[Genhis][2.0.72] Character and iceberg draw order erratic
In this specific situation in map mode the draw order of the player character and the ice berg change depending upon where on the screen the character is. See video.
Vanilla 2.0.72
It was in multiplayer with someone else hosting.
Vanilla 2.0.72
It was in multiplayer with someone else hosting.
- Sat May 03, 2025 10:53 am
- Forum: Ideas and Suggestions
- Topic: Add a "Show Decals" Graphic setting
- Replies: 0
- Views: 422
Add a "Show Decals" Graphic setting
Hi,
It would be great if there was a "Show Decals" option under the Graphics settings like there is for Decoratives.
A friend and I were trying to turn off the visual clutter on Gleba to make spotting the different tiles much easier and make the map easier for them to read.
05-03-2025, 11-53-03 ...
It would be great if there was a "Show Decals" option under the Graphics settings like there is for Decoratives.
A friend and I were trying to turn off the visual clutter on Gleba to make spotting the different tiles much easier and make the map easier for them to read.
05-03-2025, 11-53-03 ...
- Sat Mar 15, 2025 8:34 pm
- Forum: Not a bug
- Topic: [2.0.41] Some Gleba decorative aren't hidden by graphics settings
- Replies: 1
- Views: 575
[2.0.41] Some Gleba decorative aren't hidden by graphics settings
It seems that some Gleba decoratives aren't being hidden when the graphics setting "Show decoratives" is disabled.
See the highlighted one below.
03-15-2025, 20-31-30.png
Found as a friend found regular gleba hard to read visually and so we started turning off all the visual flares to make it ...
See the highlighted one below.
03-15-2025, 20-31-30.png
Found as a friend found regular gleba hard to read visually and so we started turning off all the visual flares to make it ...
- Sun Feb 02, 2025 10:57 pm
- Forum: Duplicates
- Topic: [2.0.32] Small Spitter getting stuck attacking tree
- Replies: 2
- Views: 1598
Re: [2.0.32] Small Spitter getting stuck attacking tree
Balls I searched for spitters and tree/rock.
Thanks
Thanks
- Sun Feb 02, 2025 10:44 pm
- Forum: Duplicates
- Topic: [2.0.32] Small Spitter getting stuck attacking tree
- Replies: 2
- Views: 1598
[2.0.32] Small Spitter getting stuck attacking tree
Once a small spitter starts attacking a tree in its path it gets stuck infinitely as the spitter does no damage to the tree.
02-02-2025, 22-39-28.png
Encountered with Space Age enabled, but no custom mods ever used on the save.
Save attached. Spitters are north of base in the forest above the ...
02-02-2025, 22-39-28.png
Encountered with Space Age enabled, but no custom mods ever used on the save.
Save attached. Spitters are north of base in the forest above the ...
- Mon Oct 21, 2024 11:27 am
- Forum: Resolved Requests
- Topic: [2.0.7] FurnacePrototype is missig from documentation
- Replies: 1
- Views: 808
[2.0.7] FurnacePrototype is missig from documentation
The Furnace prototype is missing from the Prototype documentation. It's still a distinct prototype class within the game.
- Sun Jan 07, 2024 10:21 pm
- Forum: Modding interface requests
- Topic: Add an API to access a recipe's Total Raw on the LuaRecipePrototype
- Replies: 0
- Views: 766
Add an API to access a recipe's Total Raw on the LuaRecipePrototype
Within Factorio when the user hovers over a recipe the context information includes the total raw ingredients and craft time.
It would be great if this could be exposed on the Runtime API as part of the LuaRecipePrototype object. At present a mod would have to walk the recipes that make the ...
It would be great if this could be exposed on the Runtime API as part of the LuaRecipePrototype object. At present a mod would have to walk the recipes that make the ...
- Fri Dec 29, 2023 7:32 pm
- Forum: Documentation Improvement Requests
- Topic: New Game and Migration Scripts in Data Lifecycle
- Replies: 1
- Views: 1525
New Game and Migration Scripts in Data Lifecycle
When starting a new game with a mod enabled the mods migration scripts aren't run.
The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save.
Capture.PNG
There also isn't any wording to this effect that I ...
The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save.
Capture.PNG
There also isn't any wording to this effect that I ...
- Sun Oct 29, 2023 2:47 pm
- Forum: Resolved Requests
- Topic: Animation `layers` field should be optional.
- Replies: 1
- Views: 1075
Animation `layers` field should be optional.
The `layers` field should be optional in the prototype Animation.
The example on the page confirms this in addition to my working code.
https://lua-api.factorio.com/latest/typ ... tml#layers
The example on the page confirms this in addition to my working code.
https://lua-api.factorio.com/latest/typ ... tml#layers
- Sat Oct 28, 2023 11:46 pm
- Forum: Resolved Requests
- Topic: Prototype LightDefinition listed `picture` as mandatory
- Replies: 1
- Views: 1089
Prototype LightDefinition listed `picture` as mandatory
https://lua-api.factorio.com/latest/typ ... ition.html
The `picture` field is listed as mandatory, but it's optional for "basic" type. The `rotation_shift` field is the same requirement concept and is listed as optional.
The `picture` field is listed as mandatory, but it's optional for "basic" type. The `rotation_shift` field is the same requirement concept and is listed as optional.
- Thu Oct 26, 2023 9:02 am
- Forum: Resolved Requests
- Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
- Replies: 4
- Views: 1813
Re: EntityWithHealthPrototype resistances field is a singular rather than array?
The docs list a single object/table of fields. But accepts an array of objects as per your included example.
- Wed Oct 25, 2023 9:52 pm
- Forum: Resolved Requests
- Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
- Replies: 4
- Views: 1813
EntityWithHealthPrototype resistances field is a singular rather than array?
The definition of the resistances field in EntityWithHealthPrototype is the type of Resistances. But looking at this Resistances class its a single object/table, rather than supporting an array of Resistances.
I'm not entirely sure on what the valid options are the, but the example array of tables ...
I'm not entirely sure on what the valid options are the, but the example array of tables ...
- Wed Oct 18, 2023 11:36 pm
- Forum: Not a bug
- Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
- Replies: 1
- Views: 1317
Unit entities created on an old mod prototype version have "cached" movement_speed
It seems that if a unit is created in a map and the game saved. Then the unit prototype's speed is changed in the mod. When the game is loaded the existing units keep the old prototype speed, with any newly placed units getting the new prototype speed.
See demo video, save and sample mod attached ...
See demo video, save and sample mod attached ...
- Sun Oct 08, 2023 6:33 pm
- Forum: Resolved Requests
- Topic: Prototype MinableProperties has some optional fields not marked as such
- Replies: 1
- Views: 1088
Prototype MinableProperties has some optional fields not marked as such
The Prototype MinableProperties class has some optional fields not marked as such: required_fluid & mining_trigger
https://lua-api.factorio.com/latest/types/MinableProperties.html
I quickly checked and these are correctly marked as optional on the Runtime side.
https://lua-api.factorio.com/latest ...
https://lua-api.factorio.com/latest/types/MinableProperties.html
I quickly checked and these are correctly marked as optional on the Runtime side.
https://lua-api.factorio.com/latest ...
- Thu Apr 20, 2023 10:15 am
- Forum: Releases
- Topic: Version 1.1.81
- Replies: 8
- Views: 16065
Re: Version 1.1.81
It does look much more inviting for new-to-mod users. As your presented with groupings of good mods, not just a mash of latest mods. With half often having been: WIP, alpha, personal, etc.
Seeing `fresh mods of the last month` category, I would like to be able to expand it and see more than just 5.
Seeing `fresh mods of the last month` category, I would like to be able to expand it and see more than just 5.