Thanks for the report,
The Surface list is purposely limited to 60% of the screen height, so that it doesn't occlude other GUIs or chat, etc.
Search found 5469 matches
- Wed Jul 22, 2026 11:46 am
- Forum: Not a bug
- Topic: [2.1.12] List of surfaces does not extend into empty space
- Replies: 2
- Views: 259
- Wed Jul 22, 2026 7:26 am
- Forum: Ideas and Suggestions
- Topic: Space platform requests set to request from other platforms could drop to planet
- Replies: 6
- Views: 553
Re: Space platform requests set to request from other platforms could drop to planet
The recent change "Changed platform requests importing from platforms to allow providing the item to cargo landing pads.", lead to this exact situation in my save, and honestly I don't know how to mitigate it.
My use case, was a 'flying mall':
Single 'hauler' platform which was flying around ...
- Tue Jul 21, 2026 6:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Less strick clamping on simulation zoom
- Replies: 1
- Views: 528
Re: Less strick clamping on simulation zoom
Thanks for the report,
I took it as more a bug report, that the simulation clamping was too strict in relation to the desired 'camera zoom',
This should be fixed for the next release, as in the clamping just prevent extreme deviation from the desired zoom, not the absolute value
I took it as more a bug report, that the simulation clamping was too strict in relation to the desired 'camera zoom',
This should be fixed for the next release, as in the clamping just prevent extreme deviation from the desired zoom, not the absolute value
- Mon Jul 20, 2026 6:56 pm
- Forum: Ideas and Suggestions
- Topic: Space platform requests set to request from other platforms could drop to planet
- Replies: 6
- Views: 553
Re: Space platform requests set to request from other platforms could drop to planet
Upon further thought, I decided to change the logic to allow dropping (it is a simple change),
If something too hazardous results I may consider changing it back (bear in mind this is experimental)
So now in the next release, requests with just 'Import from: Platform' won't block dropping those ...
If something too hazardous results I may consider changing it back (bear in mind this is experimental)
So now in the next release, requests with just 'Import from: Platform' won't block dropping those ...
- Mon Jul 20, 2026 4:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.9] Cannot transfer nukes or rocket silos between space platforms
- Replies: 10
- Views: 1639
Re: [2.1.9] Cannot transfer nukes or rocket silos between space platforms
Thanks for the report,
I have removed the GUI limitation in the next release
I have removed the GUI limitation in the next release
- Mon Jul 20, 2026 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Space platform requests set to request from other platforms could drop to planet
- Replies: 6
- Views: 553
Re: [2.1.11] Space platform requests set to request from other platforms prevent droping to plannet
adding this would not cause circular requesting (unless i suppose you request from a ship that is itself requesting from the planet, but at that point they are doing it to themselves)
Yes this is the key reason I made it work this specific way,
Because it would be quite easy to accidently make ...
- Sun Jul 19, 2026 7:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.11] "inventory" LuaGuiElement always draws a second row even if all slots fit into one
- Replies: 2
- Views: 195
Re: [2.1.11] "inventory" LuaGuiElement always draws a second row even if all slots fit into one
Yea the shallow slots scroll pane style has a minimal height of 2 slots:
`minimal_height = slot_size * 2`
In the base game usage we don't really do smaller ones
I guess for CustomInventory we can just clear the `minimal height` in the scroll pane style
`minimal_height = slot_size * 2`
In the base game usage we don't really do smaller ones
I guess for CustomInventory we can just clear the `minimal height` in the scroll pane style
- Sat Jul 18, 2026 8:00 am
- Forum: Bug Reports
- Topic: [2.1.11] Biter expansions still sometimes generate worms only
- Replies: 6
- Views: 719
Re: [2.1.11] Biter expansions still sometimes generate worms only
They still can be helpful, please upload them here and I can check themGameboyaac wrote: Fri Jul 17, 2026 4:05 pm I can provide 2 saves, my most recent and one on the day it occurred, although the nest is already cleared unfortunately. I've marked where the base was in the attached screenshot:
- Fri Jul 17, 2026 7:28 am
- Forum: Not a bug
- Topic: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
- Replies: 5
- Views: 503
Re: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
Thank you for the report,
For now I don't want to be touching the logic, its is all technically working correctly and not causing an issue
The gameplay affect, maybe its the player being smart, maybe its ruining the defence/offense balance, we can see how it goes
For now I don't want to be touching the logic, its is all technically working correctly and not causing an issue
The gameplay affect, maybe its the player being smart, maybe its ruining the defence/offense balance, we can see how it goes
- Wed Jul 15, 2026 6:20 pm
- Forum: Bug Reports
- Topic: [2.1.11] Biter expansions still sometimes generate worms only
- Replies: 6
- Views: 719
Re: [2.1.11] Biter expansions still sometimes generate worms only
I vaguely remember seeing this as patched, but apparently not. Biters still sometimes generate worm only bases on expanding. Suggested fix: walk without rhythm as to not attract the worms.
Hello, thanks for the report,
Can you provide a save game?
Ideally one with the base and one before the ...
- Tue Jul 14, 2026 6:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.73] Crash from Commandable trying to avoid obstacle (GotoBehavior nullopt goal)
- Replies: 1
- Views: 476
Re: [Klonan] [2.0.73] Crash from Commandable trying to avoid obstacle (GotoBehavior nullopt goal)
I encountered something very similar when refactoring some unit logic, so I assume it is the same and that it is fixed in 2.1
- Tue Jul 14, 2026 6:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.9] Biters doesnt send attack waves
- Replies: 7
- Views: 1253
Re: [Klonan] [2.1.9] Biters doesnt send attack waves
Thanks for the reports,
It looks like the expansion groups that failed would fall into a semi-passive state that preventing other groups but didn't move to attack.
It is fixed for an upcoming 2.1 release
It looks like the expansion groups that failed would fall into a semi-passive state that preventing other groups but didn't move to attack.
It is fixed for an upcoming 2.1 release
- Tue Jul 14, 2026 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.9] Biters from expansion group seemingly stuck permanently idle
- Replies: 1
- Views: 781
Re: [Klonan] [2.1.9] Biters from expansion group seemingly stuck permanently idle
Seems they were waiting for their last pal to join the party 
Anyway for an upcoming 2.1 release, I made it so they will just start building the base when the main group arrives
Anyway for an upcoming 2.1 release, I made it so they will just start building the base when the main group arrives
- Tue Jul 14, 2026 5:38 pm
- Forum: Pending
- Topic: [Klonan] [2.1.9] Oops! All worms!
- Replies: 2
- Views: 834
Re: [Klonan] [2.1.9] Oops! All worms!
This is not easy to reverse, I suppose you don't have a save game from a few hours earlier?
What I suspect, it may be a little bit funny, that there is this 1 chunk with just spitter spawners:
factorio-run_jkr7uZXpIs.png
And with 2.1 I made it more 'naturalistic' with the base spawning, that ...
What I suspect, it may be a little bit funny, that there is this 1 chunk with just spitter spawners:
factorio-run_jkr7uZXpIs.png
And with 2.1 I made it more 'naturalistic' with the base spawning, that ...
- Wed Jul 01, 2026 9:49 am
- Forum: Not a bug
- Topic: [2.1.9] Biters expansion potential chunks look strange
- Replies: 5
- Views: 565
Re: [2.1.9] Biters expansion potential chunks look strange
Looks correct, thank you for the report though
- Sat Jun 27, 2026 4:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.77] Pentapods stop expanding after being pushed back
- Replies: 7
- Views: 513
Re: [2.0.77] Pentapods stop expanding after being pushed back
It was a bug, and I fixed it during 2.1 development (there was a lot of rewriting of expansion planner to clean things up, and this is one of the weird situations I solved)DSL-Exodus wrote: Sat Jun 27, 2026 4:30 pm I am a little confused. Was it a bug and you fixed it? Or was it something I was just imagining?
- Sat Jun 27, 2026 3:26 pm
- Forum: Not a bug
- Topic: [2.1.8] thruster displaying a higher amount of thrust
- Replies: 1
- Views: 225
Re: [2.1.8] thruster displaying a higher amount of thrust
Thank you very much for the report, and welcome to the forum
Thrust was being undereported in 2.0 by a factor of 60: 120393
The values in 2.1 should be correct
Thrust was being undereported in 2.0 by a factor of 60: 120393
The values in 2.1 should be correct
- Sat Jun 27, 2026 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1] Enemies not expanding to chunks with any player building
- Replies: 14
- Views: 4638
Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building
So placing stuff as the player in those expansion chunks will still prevent them from expanding to there? As long as there is enough Player Stuff there that is.
Or did you finally manage to get rid of the trick where you just spam eight pipes in a chunk to reduce expansion rates to near zero ...
- Sat Jun 27, 2026 2:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1] Enemies not expanding to chunks with any player building
- Replies: 14
- Views: 4638
Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building
Judging by the Title. the intention was to have Biter Bases not overcrowd themselves, while player stuff merely reduces the chance, am I seeing that correctly?
One major part of the rework and fixing for 2.1 was trying to ensure that the nests don't over crowd in explored but otherwise ...
- Sat Jun 27, 2026 2:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1] Early game expansions not spawning any worms
- Replies: 1
- Views: 2139
Re: [Klonan] [2.1] Early game expansions not spawning any worms
Thanks for the report, and the details info and images
The early game expansions spawning without any worms has been fixed for the next release
(Overall expansion group size and balance still in the process)
The early game expansions spawning without any worms has been fixed for the next release
(Overall expansion group size and balance still in the process)