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)
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- 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
- 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 ...
- 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.
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.
- Sun Apr 12, 2026 6:27 pm
- Forum: Implemented Suggestions
- Topic: Agricultural Tower Grid
- Replies: 19
- Views: 5868
- 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
Added in 2.1
- 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 ...
- Fri Apr 03, 2026 3:17 pm
- Forum: Fixed for 2.1
- Topic: [Klonan] [2.0.76] Blueprint Parameter in Space Platform request results in misleading alert
- Replies: 1
- Views: 309
Re: [Klonan] [2.0.76] Blueprint Parameter in Space Platform request results in misleading alert
Thanks for the report,
It is fixed for 2.1
It is fixed for 2.1
- Wed Mar 18, 2026 9:18 am
- Forum: Fixed for 2.1
- Topic: [Klonan] [2.0.66] Automatically request contsruction materials button forces Hub GUI to stretch
- Replies: 1
- Views: 611
Re: [Klonan] [2.0.66] Automatically request contsruction materials button forces Hub GUI to stretch
Thanks for the report
This is fixed for 2.1
This is fixed for 2.1
- 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
It is fixed for 2.1
- 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)
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)
- 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
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
- 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
After some discussion, we decided to fix this for 2.1
- 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.
Thanks for the report,AntiElitz wrote: Mon Feb 02, 2026 12:00 am https://www.twitch.tv/antielitz/clip/He ... 6gzfNYjOP8
Replay attached
We did some tweaks to the asteroid logic in 2.1 and this should be fixed
- 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 ...
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 ...
- 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
No problem at all, were you able to kill the nest?
- 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
You should be able to shoot it with shift + space bar
- 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?
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?
- 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
If you can provide a mod or small snippet which reproduces the problem please let me know
- 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
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
- 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
i.e, this is not a bug