Search found 4441 matches
- Sat Apr 18, 2026 9:57 am
- Forum: Pending
- Topic: [2.0.76] Behemoth legendary worms acid attack causes player input to be reversed
- Replies: 2
- Views: 131
Re: [2.0.76] Behemoth legendary worms acid attack causes player input to be reversed
Cannot reproduce. Could you provide an unmodded save file where the issue can be observed?
- Fri Apr 17, 2026 1:55 pm
- Forum: Bug Reports
- Topic: [2.0.76] Plasma throughput from reactor to generator has limit
- Replies: 1
- Views: 389
Re: [2.0.76] Plasma throughput from reactor to generator has limit
Given that those are directional pipe connections meaning there is a fluid flow happening on each plasma connection and given that fusion generators have fluid boxes with volume of 10 out of which only 5 participates in the fluid flow per tick, this works to be exactly 5/tick which equals 300/s ...
- Fri Apr 17, 2026 12:42 pm
- Forum: Fixed for 2.1
- Topic: [boskid][2.0.72] Speaker icon not shown in map view with icon blinking disabled
- Replies: 6
- Views: 879
Re: [boskid][2.0.72] Speaker icon not shown in map view with icon blinking disabled
Thanks for the report. Issue is now fixed for 2.1.
- Mon Apr 13, 2026 9:37 pm
- Forum: Outdated/Not implemented
- Topic: Tailslayer
- Replies: 8
- Views: 671
Re: Tailslayer
Quick summary of the video is that DRAM needs refresh cycles and if a memory channel is currently being refreshed this causes memory access to be delayed until refresh finishes. Proposed solution in the video is that when you have more than 1 channel of memory then refresh cycles are usually not ...
- Sun Apr 12, 2026 5:35 pm
- Forum: Outdated/Not implemented
- Topic: Tailslayer
- Replies: 8
- Views: 671
Re: Tailslayer
No.
- Sat Apr 11, 2026 9:49 pm
- Forum: Gameplay Help
- Topic: How does Factorio's train pathfinding avoid physically impossible train movements
- Replies: 10
- Views: 769
Re: How does Factorio's train pathfinding avoid physically impossible train movements
i am simplifying things here a lot because some details are not relevant. Each rail segment has 2 ends (front and back) and they know neighbor rail segments and if they are connected front-front, front-back, back-front or back-back. This is not relevant for the discussion. "east/west" was just a ...
- Sat Apr 11, 2026 9:08 pm
- Forum: Gameplay Help
- Topic: How does Factorio's train pathfinding avoid physically impossible train movements
- Replies: 10
- Views: 769
Re: How does Factorio's train pathfinding avoid physically impossible train movements
In the picture below
I do not understand which game concepts nodes on your graph represent so i wont answer anything about it. I can only tell you that trains pathfinder is finding a path within a directed graph regardless of rails being bidirectional because there are separate nodes for travel ...
- Sat Apr 11, 2026 2:57 pm
- Forum: Gameplay Help
- Topic: How does Factorio's train pathfinding avoid physically impossible train movements
- Replies: 10
- Views: 769
Re: How does Factorio's train pathfinding avoid physically impossible train movements
segments vs blocks is not relevant for this discussion. Quick glossary is provided in https://factorio.com/blog/post/fff-331 section `Trains Pathfinder changes`.
This situation does not create problems because pathfinder nodes are directional.
In the original picture that lists A, B, C, there ...
This situation does not create problems because pathfinder nodes are directional.
In the original picture that lists A, B, C, there ...
- Fri Apr 10, 2026 9:50 am
- Forum: Not a bug
- Topic: [0.17.74] Train pathfinding creates a looped path, self-destructs the train
- Replies: 8
- Views: 2969
Re: [0.17.74] Train pathfinding creates a looped path, self-destructs the train
There are no easy solutions to make trains pathfinder not find paths that would cross themselves given certain train length (this would cause massive performance penalty and logic complexity due to all corner cases like repathing during travel to not collide with train, not even with positions train ...
- Thu Apr 09, 2026 9:44 am
- Forum: Won't implement
- Topic: Allow LuaPlayer.add_pin to accept LocalisedString
- Replies: 2
- Views: 331
Re: Allow LuaPlayer.add_pin to accept LocalisedString
Given the direction we went with display panel which for a brief moment supported LocalisedStrings but was downgraded to a regular string due to various problems (limit restriction bypasses, desyncs), i am not considering this to be an interesting direction to go, especially since this is a player ...
- Wed Apr 08, 2026 9:14 am
- Forum: Not a bug
- Topic: [2.0.76] LuaForce.get_evolution_factor_by_killing_spawners returns zero
- Replies: 1
- Views: 172
Re: [2.0.76] LuaForce.get_evolution_factor_by_killing_spawners returns zero
Welcome on forums. This is not a bug. `/evolution` uses data from `enemy` force while you are trying to read this data from `player` force.
- Tue Apr 07, 2026 6:26 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Filtered slots not respected after spidertron copy
- Replies: 1
- Views: 423
Re: [2.0.72] Filtered slots not respected after spidertron copy
Thanks for the report. Issue is now fixed for 2.1.
- Mon Apr 06, 2026 3:34 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Crash creating loader with stack size override via console
- Replies: 3
- Views: 557
Re: [2.0.76] Crash creating loader with stack size override via console
Thanks for the report. Issue is now fixed for the next release.
As a workaround, in game versions up to 2.0.76, do not pass `belt_stack_size_override` to create_entity, but instead set it in a separate instruction after loader was created using https://lua-api.factorio.com/2.0.76/classes/LuaEntity ...
As a workaround, in game versions up to 2.0.76, do not pass `belt_stack_size_override` to create_entity, but instead set it in a separate instruction after loader was created using https://lua-api.factorio.com/2.0.76/classes/LuaEntity ...
- Mon Apr 06, 2026 1:11 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
- Replies: 5
- Views: 437
Re: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
I remember seeing something slightly similar (131263) but i am not sure i can decide if its the same issue or a different one.
- Sun Apr 05, 2026 7:49 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
- Replies: 2
- Views: 380
Re: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
Thanks for the report. Issue is now fixed for the next release.
Unfortunately there are no workarounds here, value of in_gui is simply unreliable up to 2.0.76 due to a bug.
Unfortunately there are no workarounds here, value of in_gui is simply unreliable up to 2.0.76 due to a bug.
- Sat Apr 04, 2026 6:42 pm
- Forum: Technical Help
- Topic: [2.0.76] Loading specific save from 2.0.60 causes bulk inserters to be replaced by stack inserters
- Replies: 2
- Views: 423
Re: [2.0.76] Loading specific save from 2.0.60 causes bulk inserters to be replaced by stack inserters
From a quick look, "Server-30Levi" save file has only 6 migrations applied:
aquilo-tilesets.json (space-age)
biolab.json (space-age)
internal.json (space-age)
jelly-yum-rename.json (space-age)
shattered-planet.json (space-age)
tungsten-belt-rename.json (space-age)
while the "Server-31" save has ...
aquilo-tilesets.json (space-age)
biolab.json (space-age)
internal.json (space-age)
jelly-yum-rename.json (space-age)
shattered-planet.json (space-age)
tungsten-belt-rename.json (space-age)
while the "Server-31" save has ...
- Sat Apr 04, 2026 11:30 am
- Forum: Technical Help
- Topic: [2.0.76] Corrupt map. Unknown decorative ID: 1107
- Replies: 1
- Views: 317
Re: [2.0.76] Corrupt map. Unknown decorative ID: 1107
This looks like a memory bit flip, one byte had a value of "04" when it was expected to be "00" and as such one decorative had an incorrect value preventing save from loading. Attached is a fixed save file.
- Sun Mar 29, 2026 8:31 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Drag-building Requester chests with "Set requests" in the Editor sometimes produces multiple undo actions
- Replies: 1
- Views: 318
Re: [2.0.76] Drag-building Requester chests with "Set requests" in the Editor sometimes produces multiple undo actions
Thanks for the report. Issue is now fixed for 2.1.
- Sun Mar 29, 2026 6:48 pm
- Forum: Not a bug
- Topic: [2.0.75] Rolling stock of enemy forces will connect
- Replies: 4
- Views: 625
Re: [2.0.75] Rolling stock of enemy forces will connect
I will make an executive decision here and claim this is Not a bug.
Rationale for this is that even if enemy forces would be required to not connect, there is a high expectation due to mods that rolling stocks of friendly forces would connect (some mods are abusing friendly forces for approving ...
Rationale for this is that even if enemy forces would be required to not connect, there is a high expectation due to mods that rolling stocks of friendly forces would connect (some mods are abusing friendly forces for approving ...
- Sun Mar 29, 2026 6:35 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Fluid box energy source makes boiler non flippable
- Replies: 1
- Views: 388
Re: [2.0.76] Fluid box energy source makes boiler non flippable
Thanks for the report. I will consider this a duplicate of 131736 which is already fixed for 2.1. Reproduction is verified as fixed.