Search found 5414 matches

by Klonan
Thu Apr 16, 2026 3:51 pm
Forum: Fixed for 2.1
Topic: [2.0.20] Platform Drops a full load at every planet when 'any' quality
Replies: 10
Views: 4316

Re: [2.0.20] Platform Drops a full load at every planet when 'any' quality

For 2.1 we have changed the platform behavior,
They will wait for all drop slots to clear before departing to the next destination
(133332)
by Klonan
Thu Apr 16, 2026 3:50 pm
Forum: Fixed for 2.1
Topic: [2.0.55] Force dropping is too slow and to wrong planet
Replies: 3
Views: 1177

Re: [2.0.55] Force dropping is too slow and to wrong planet


2) Drops that don't happen in time also drop to the wrong planet.


For 2.1, we have changed the platform behavior so they will wait until all drop slots are cleared before departing.
(https://forums.factorio.com/133332)

I will look into the drop cooldown further with other related changes we ...
by Klonan
Thu Apr 16, 2026 3:48 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Space platform requests with maximum sometimes drop items on the wrong planet
Replies: 3
Views: 526

Re: [2.0.76] Space platform requests with maximum sometimes drop items on the wrong planet

Thanks for the report,

Upon further consideration, we decided to change the platform behavior

In 2.1, the platform will wait until all drop slots are empty before departing.
by Klonan
Sun Apr 12, 2026 6:27 pm
Forum: Implemented Suggestions
Topic: Agricultural Tower Grid
Replies: 19
Views: 5868

Re: Agricultural Tower Grid

Added in 2.1:
(Duplicate of this also)
133324
by Klonan
Sun Apr 12, 2026 6:24 pm
Forum: Implemented Suggestions
Topic: Already built Agricultural tower show their working range
Replies: 1
Views: 312

Re: Already built Agricultural tower show their working range

Makes sense, I also encountered this frustration

Added in 2.1
by Klonan
Fri Apr 03, 2026 4:27 pm
Forum: Not a bug
Topic: [2.0.73] Tooltip for failing "don't research X before Y"achievements always says you researched a science pack too early
Replies: 1
Views: 596

Re: [2.0.73] Tooltip for failing "don't research X before Y"achievements always says you researched a science pack too e


01-21-2026, 22-03-35.png
While this is fine in vanilla considering the only achievement is for researching logistics systems before purple or yellow science, with mods it can be the case that the achievements you cannot research are not science packs, making the tooltip incorrect
It should ...
by Klonan
Mon Mar 16, 2026 12:01 pm
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.69] Gleba Enemies Fail to Expand Bases
Replies: 2
Views: 1539

Re: [Klonan] [2.0.69] Gleba Enemies Fail to Expand Bases

Thanks for the report,

It is fixed for 2.1
by Klonan
Mon Mar 09, 2026 10:17 am
Forum: Fixed for 2.1
Topic: [2.0.76] hidden surfaces show incomplete alerts
Replies: 1
Views: 522

Re: [2.0.76] hidden surfaces show incomplete alerts

Thanks for the report,

I changed it in 2.1 so that the alerts aren't hidden (because I can't remember why we hid them in the first place)
by Klonan
Fri Feb 20, 2026 9:38 am
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.75] Capture Rocket Firing at Non-Spawner Entity
Replies: 1
Views: 509

Re: [Klonan] [2.0.75] Capture Rocket Firing at Non-Spawner Entity

Thanks for the report,

This is caused by the turret locking on to the target before it had the ammo to decide the target filters

It is fixed for 2.1
by Klonan
Sat Feb 14, 2026 2:15 pm
Forum: Fixed for 2.1
Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
Replies: 10
Views: 15336

Re: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters

Thanks for the report,

After some discussion, we decided to fix this for 2.1
by Klonan
Mon Feb 02, 2026 1:07 pm
Forum: Fixed for 2.1
Topic: [2.0.73] Huge Asteriod destroyed on impact without slowing down enough.
Replies: 1
Views: 502

Re: [2.0.73] Huge Asteriod destroyed on impact without slowing down enough.

AntiElitz wrote: Mon Feb 02, 2026 12:00 am https://www.twitch.tv/antielitz/clip/He ... 6gzfNYjOP8

Replay attached
Thanks for the report,

We did some tweaks to the asteroid logic in 2.1 and this should be fixed
by Klonan
Mon Feb 02, 2026 10:41 am
Forum: Not a bug
Topic: [2.0.73] Attacking biters while cease fire set
Replies: 1
Views: 359

Re: [2.0.73] Attacking biters while cease fire set

The biters already created when the ceasefire is changed are not affected, the mod should update them or kill them all.
This includes commands like build base, attacks from pollution, etc.

Or perhaps it is something else, if you can recreate a setup where they are definitely meant to be peaceful ...
by Klonan
Sun Feb 01, 2026 11:29 am
Forum: Not a bug
Topic: [2.0.73]Cannot kill biter nest with no healthbar
Replies: 4
Views: 568

Re: [2.0.73]Cannot kill biter nest with no healthbar

nevano wrote: Sun Feb 01, 2026 10:48 am Oh sorry I thought this was a bug, thank you
No problem at all, were you able to kill the nest?
by Klonan
Sun Feb 01, 2026 10:02 am
Forum: Not a bug
Topic: [2.0.73]Cannot kill biter nest with no healthbar
Replies: 4
Views: 568

Re: [2.0.73]Cannot kill biter nest with no healthbar

The nest is marked as "protected from automatic attacks", its a QoL feature so that if you have a captured nest go rogue, it won't get instantly murked by turrets and artillery and dissatisfy the player with additional work later

You should be able to shoot it with shift + space bar
by Klonan
Tue Jan 27, 2026 7:22 pm
Forum: Pending
Topic: [2.0.73] Font aliasing on UI buttons abnormal in fullscreen
Replies: 6
Views: 828

Re: [2.0.73] Font aliasing on UI buttons abnormal in fullscreen

Hmm, to me all the graphics look weirdly over sharpened or something,
Do you have any Graphics overlay, or upscaling technology active?
Anything strange in Nvidia control panel?
Could you try in the Nvidia App (if you have it installed) resetting the config for Factorio to all defaults?
by Klonan
Tue Jan 27, 2026 11:54 am
Forum: Pending
Topic: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
Replies: 3
Views: 1211

Re: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets

Do you have any further info? the Turret range is being applied correctly, I think there was a bug fix for that a while ago

If you can provide a mod or small snippet which reproduces the problem please let me know
by Klonan
Tue Jan 27, 2026 11:39 am
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Replies: 9
Views: 1898

Re: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working

Thanks for the report,

It turned out to me more of a data definition problem than a bug, as the projectile was also setting a max range independent of the gun range

It is fixed for 2.1
by Klonan
Mon Jan 19, 2026 8:03 am
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 676

Re: [2.0.73] Inserter direction in graphics definitions are backwards

There may or may not be some error in the naming, but that is why the direction in the game is not dependant on the naming of the sprite files or vice versa

i.e, this is not a bug

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