Search found 4682 matches
- Fri Jul 17, 2026 1:31 pm
- Forum: Not a bug
- Topic: no demolisher in the starting area
- Replies: 1
- Views: 103
Re: no demolisher in the starting area
Please do not post ideas under bug reports.
- Fri Jul 17, 2026 6:26 am
- Forum: Won't fix.
- Topic: [2.1.9] Very small amounts of damage are not being applied correctly.
- Replies: 2
- Views: 163
Re: [2.1.9] Very small amounts of damage are not being applied correctly.
You are seeing effects caused by the 100 million health of the entity while the game is not focusing too much on health and stores health values as 4 byte float representing a health ratio (1 = full health, 0 = empty health). In order to deal 1 point of damage, the health ratio would have to go down ...
- Thu Jul 16, 2026 6:26 pm
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 312
Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
1. Is this statement inaccurate? - "collision check is something that is already happening anyway . We're just getting a (almost) free piggyback ride on it"? If it's indeed inaccurate, how far is it from being such?
If i am reading this correctly, you are assuming that all entities do collision ...
- Thu Jul 16, 2026 3:47 pm
- Forum: Won't implement
- Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
- Replies: 6
- Views: 312
Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Disclaimer
I could be wrong in some of my assumptions here, but this is based on what I've gathered from forums and API docs. Please correct me where I'm wrong, though :)
TLDR
Collision cheap.
Indeed you are wrong. Collisions are not cheap. There are 2 parts to collision checks: first is ...
- Thu Jul 16, 2026 3:16 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Mining drill tooltips should show a potential mining speed like how assemblers now do
- Replies: 2
- Views: 142
Re: [2.1.11] Mining drill tooltips don't take ghost speed modifiers into account
This is a feature request, moving out of bug reports
- Thu Jul 16, 2026 11:43 am
- Forum: Ideas and Suggestions
- Topic: Updating a disabled mod that has new dependencies should disable the new dependencies automatically
- Replies: 3
- Views: 182
Re: Updating a disabled mod that has new dependencies should disable the new dependencies automatically
If you go to "Other settings", do you have "Automatically enable new mods" turned on? (it is on by default).
- Thu Jul 16, 2026 10:59 am
- Forum: Not a bug
- Topic: 2.1 exp: Set recipe bug
- Replies: 1
- Views: 86
Re: 2.1 exp: Set recipe bug
Thanks for the report. I will classify this as Not a bug because the most likely cause of what is happening is that your assembling machine is also set to "read ingredients" and those values when sent to a circuit network are making assembler to select a different recipe. https://forums.factorio.com ...
- Thu Jul 16, 2026 8:30 am
- Forum: Not a bug
- Topic: [2.1.11] Multiplying by large negative makes result positive
- Replies: 3
- Views: 175
Re: [2.1.11] Multiplying by large negative makes result positive
Unfortunately i have to classify this as Not a bug. Values on a circuit network are limited to a range [-2 147 483 648, 2 147 483 647] (also known as int32) and i am not seeing it ever changing at this point of game development since there are players that expect it to be behave this way or it would ...
- Thu Jul 16, 2026 8:21 am
- Forum: Resolved for the next release
- Topic: [2.1.11] Crash when selecting modded-in entity in Factoriopedia (Factoriopedia::generateAmmoCategoryLine 1078)
- Replies: 2
- Views: 192
Re: [2.1.11] Crash when selecting modded-in entity in Factoriopedia (Factoriopedia::generateAmmoCategoryLine 1078)
Thanks for the report. Issue is now fixed for 2.1.12.
- Wed Jul 15, 2026 1:38 pm
- Forum: Not a bug
- Topic: [2.1.11] Lab does not show science pack when consuming the final one
- Replies: 1
- Views: 84
Re: [2.1.11] Lab does not show science pack when consuming the final one
Thanks for the report. This is Not a bug.
As part of 2.1 changes, science packs no longer store durability on item which means item is consumed as soon as lab starts consuming it. If the item was present in the slot as you are asking it would be a problem because you could take the item out of lab ...
As part of 2.1 changes, science packs no longer store durability on item which means item is consumed as soon as lab starts consuming it. If the item was present in the slot as you are asking it would be a problem because you could take the item out of lab ...
- Wed Jul 15, 2026 10:25 am
- Forum: Resolved for the next release
- Topic: [boskid][2.1.11] burner-generator generates no pollution
- Replies: 4
- Views: 425
Re: [boskid][2.1.11] burner-generator generates no pollution
Thanks for the report. Issue is now fixed for 2.1.12.
- Wed Jul 15, 2026 6:37 am
- Forum: Implemented Suggestions
- Topic: Highlight recipe ingredient inside inventory
- Replies: 7
- Views: 1230
Re: Highlight recipe ingredient inside inventory
Highlight for allowed modules is too much of a scope creep as it would require finding all places where lists of items show up like modules, furnace, burner fuel etc and i am not interested in handling all of them. Not doing that.
As for flasing, i used solid highlight for recipe ingredient, not a ...
As for flasing, i used solid highlight for recipe ingredient, not a ...
- Tue Jul 14, 2026 8:51 am
- Forum: Not a bug
- Topic: [2.1.10] Unable to change the output lane for recyclers.
- Replies: 2
- Views: 145
Re: [2.1.10] Unable to change the output lane for recyclers.
Thanks for the report. This is Not a bug.
Rationale for drop selecting other side of belt when entity is mirrored is to make flipped blueprints remain functional. Given that recycler when flipped would start dropping onto other lane but on a different tile is acceptable because when blueprint was ...
Rationale for drop selecting other side of belt when entity is mirrored is to make flipped blueprints remain functional. Given that recycler when flipped would start dropping onto other lane but on a different tile is acceptable because when blueprint was ...
- Mon Jul 13, 2026 9:48 pm
- Forum: Duplicates
- Topic: [2.1.10] Entirety of game content renders as bright pink on macOS; regression from 2.1.9; UI elements not affected
- Replies: 2
- Views: 128
- Mon Jul 13, 2026 7:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.10] Agricultural tower harvesting condition not removed after wire is disconnected
- Replies: 2
- Views: 364
Re: [2.1.10] Agricultural tower harvesting condition stays enabled after wire is removed
Thanks for the report. Issue is now fixed for 2.1.11.
- Mon Jul 13, 2026 6:55 pm
- Forum: Not a bug
- Topic: [2.1.10] When placing objects, if crafting that object and having 0 items left, goes in ghost mode forever.
- Replies: 4
- Views: 210
Re: [2.1.10] When placing objects, if crafting that object and having 0 items left, goes in ghost mode forever.
This was never working as you are suggesting it should and it would be a significant behavior change which would need more thorough decision making than a simple bug report, as such i am going to mark this as Not a bug because you are posting a feature request.
- Sun Jul 12, 2026 4:22 pm
- Forum: Not a bug
- Topic: [2.1.9] programmable speaker .alert_parameters.alert_message is read only?
- Replies: 4
- Views: 207
Re: [2.1.9] programmable speaker .alert_parameters.alert_message is read only?
Your code is still bugged, you are setting alert_message on a copy.
is bugged. In a correct code there will be somewhere
Code: Select all
.alert_parameters.alert_message = Code: Select all
.alert_parameters =- Sun Jul 12, 2026 1:02 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Labs no longer show progress and productivity
- Replies: 1
- Views: 229
- Sun Jul 12, 2026 12:50 pm
- Forum: 1 / 0 magic
- Topic: [2.1.9]Crash on Autosave.
- Replies: 3
- Views: 275
Re: [2.1.9]Crash on Autosave.
Thanks for the report however without reproduction there is nothing that can be done about this report. I have reasons to suspect that this is not factorio's fault but it is your hardware that is failing given that i was able to find at least 3 automatically uploaded crash logs from what appears to ...
- Sun Jul 12, 2026 8:26 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Desync Whilst In Space
- Replies: 7
- Views: 478
Re: [2.1.9] Desync Whilst In Space
Quick look at the desync report suggests it is related to fluids which makes me believe it may be the same issue as https://forums.factorio.com/134751 and https://forums.factorio.com/134903. There is some issue related to assemblers that craft fluid recipe and changing machine modules (or ...