Search found 5426 matches

by Klonan
Tue Jun 09, 2026 9:33 am
Forum: Fixed for 2.1
Topic: [2.0.13] Visual Glitch - Main menu background - Minimal UI Scale - Ultrawide monitor
Replies: 4
Views: 1461

Re: [2.0.13] Visual Glitch - Main menu background - Minimal UI Scale - Ultrawide monitor

Thanks for the report,

We decided to limit the max zoom out of the simulation for 2.1
by Klonan
Mon Jun 08, 2026 7:05 am
Forum: Tools
Topic: Image2Platform - Convert transparent image silhouettes into Factorio tile blueprints
Replies: 3
Views: 337

Re: Image2Platform - Convert transparent image silhouettes into Factorio tile blueprints

mmmPI wrote: Mon Jun 08, 2026 3:44 am Now if you just wanted a platform with a specific shape, you could also have used one of the existing tool :lol: :
None of them did quite precisely exactly what I was needing :)
by Klonan
Sun Jun 07, 2026 2:09 pm
Forum: Tools
Topic: Image2Platform - Convert transparent image silhouettes into Factorio tile blueprints
Replies: 3
Views: 337

Image2Platform - Convert transparent image silhouettes into Factorio tile blueprints

A small tool a threw together when doing my Space age playthrough, so I could have Space Platforms with the specific shape.

https://klonan.github.io/Image2Platform/

Image
by Klonan
Sat Jun 06, 2026 7:10 am
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 113
Views: 15265

Re: Friday Facts #441 - Space logistics improvements

jackthesmack wrote: Sat Jun 06, 2026 1:13 am Will the problem be fixed where I can't set the pickup planet in my logistics group from a planet's surface?
Yes
by Klonan
Wed Jun 03, 2026 11:17 am
Forum: Fixed for 2.1
Topic: [1.1.19] Chat jumps up while deconstructing item with RMB
Replies: 2
Views: 1299

Re: [1.1.19] Chat jumps up while deconstructing item with RMB

I decided to make it a bit more rigid for 2.1
by Klonan
Mon Jun 01, 2026 8:47 am
Forum: Fixed for 2.1
Topic: [Modding] Setting string.icon to non-nil value crashes the game.
Replies: 3
Views: 336

Re: [Modding] Setting string.icon to non-nil value crashes the game.


Proposed solution (included in the mod files) is to just check the types the proper way.


Thanks for the report, but I don't think we really want to go down this rabbit hole

Crafting a specific Lua table/value with a sneaky metatable for the sole purpose of breaking this specific function,
Well ...
by Klonan
Sat May 30, 2026 10:21 am
Forum: Not a bug
Topic: [2.0.76] Turrets spawning particles when not in view of player
Replies: 1
Views: 187

Re: [2.0.76] Turrets spawning particles when not in view of player

Bug or working as intended?


Its working as intended in this case, the particles being spawned 'only when viewed' it is a prototype property on the trigger effects
So its enabled for things like biter/pentapod/asteroid death animations (which spawn a lot of short lived particles)
But gun turrets ...
by Klonan
Fri May 29, 2026 4:10 pm
Forum: News
Topic: Friday Facts #440 - 2.1 plan
Replies: 71
Views: 16405

Re: Friday Facts #440 - 2.1 plan

Xterminator wrote: Fri May 29, 2026 2:57 pmI think this FFF came at the perfect time for myself and I'm really excited to make a FFF discussion video again, my first piece of content in over a year!
We're really happy to see you return :)
by Klonan
Thu May 21, 2026 10:41 am
Forum: This Forum
Topic: Forum name change
Replies: 39
Views: 26348

Re: Name change



I can change your name, what would you like your new name to be?


Hey there, sorry to necro this thread but is there anyway I could get my forum name updated to reflect my account username on the factorio website and in-game name? I'd like to start posting with the same username on the mod ...
by Klonan
Mon May 18, 2026 11:22 am
Forum: Not a bug
Topic: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
Replies: 5
Views: 404

Re: [2.0.76] Solar panels can be fast replaced despite having different collision boxes

I don't think it was ever specified that fast replace of different sizes or collision masks/boxes is disallowed, if you don't like the behavior don't configure the mod to have those entities in the same fast_replaceable_group
by Klonan
Sun May 03, 2026 6:54 pm
Forum: Fixed for 2.1
Topic: [2.0.27] Refinery glow is misaligned
Replies: 2
Views: 784

Re: [2.0.27] Refinery glow is misaligned

Thanks for the report

This is fixed for 2.1
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: 4728

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: 1351

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: 738

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: 6574

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: 483

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: 686

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 ...

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