Search found 1039 matches
- Wed Apr 22, 2026 12:30 pm
- Forum: Gameplay Help
- Topic: Uncommon+ Satellite ROI?
- Replies: 2
- Views: 127
Re: Uncommon+ Satellite ROI?
The Quality Mod is part of the Space Age DLC. Enabling the “Space Age” mod disables the Satellite recipe from the game and lowers the cost of a Rocket launch. While it is possible to enable with third-party mods there are probably not that many Quality Satellites that have ever been crafted.
- Mon Apr 20, 2026 1:19 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Removing cargo bay entities from a blueprint causes visual glitches in neighbouring cargo bays
- Replies: 2
- Views: 202
Re: [2.0.76] Removing cargo bay entities from a blueprint causes visual glitches in neighbouring cargo bays
127577 was a previous report about the “Patch Graphics” not appearing consistently in all directions during mouse hover; this sounds like a similar case but for the Blueprint Review renderer.
- Fri Apr 17, 2026 3:20 pm
- Forum: Not a bug
- Topic: [2.0.76] Weird blueprint texture in water
- Replies: 1
- Views: 159
Re: [2.0.76] Weird blueprint texture in water
That is Landfill as a "Tile Ghost", automatically placed when you Shift-Clicked the Blueprint.
04-17-2026, 11-27-37.png
You can remove it wholesale using a Filtered Deconstruction Planner . Here is an Importable Blueprint set to remove only "Tile Ghost ...
04-17-2026, 11-27-37.png
You can remove it wholesale using a Filtered Deconstruction Planner . Here is an Importable Blueprint set to remove only "Tile Ghost ...
- Tue Apr 14, 2026 2:37 pm
- Forum: Gameplay Help
- Topic: Construction Robots flying to "deliver" with no item in them.
- Replies: 5
- Views: 625
Re: Construction Robots flying to "deliver" with no item in them.
This sounds like it may fix 132273 as well.
- Sun Apr 12, 2026 2:32 pm
- Forum: Technical Help
- Topic: Problem with graphics after buying a new PC and monitor
- Replies: 3
- Views: 427
Re: Problem with graphics after buying a new PC and monitor
This sounds like a “Motion Enhancement” feature on your monitor.
- Sat Apr 11, 2026 5:34 pm
- Forum: Gameplay Help
- Topic: Train Interrupts - Rate Limit?
- Replies: 10
- Views: 779
Re: Train Interrupts - Rate Limit?
According to 117453 this behaviour is "Not a Bug".
Having a higher Limit set on the Unload stations than the Load stations seems to help with preventing over-dispatching.
Good Luck!
Having a higher Limit set on the Unload stations than the Load stations seems to help with preventing over-dispatching.
Good Luck!
- Sat Apr 11, 2026 5:24 pm
- Forum: Bug Reports
- Topic: [Website] Footer rocket blocks text on email authentication page
- Replies: 1
- Views: 279
Re: [Website] Footer rocket blocks text on email authentication page
This appears to be a CSS spacing/layout issue? The #rocket DIV is 120pixels high
04-11-2026, 13-23-05.png
Whereas #footer is only 99.19pixels tall (with padding).
04-11-2026, 13-23-58.png
If you click the Rocket it will start an animation and get out of the way. :lol:
04-11-2026, 13-21-24 ...
04-11-2026, 13-23-05.png
Whereas #footer is only 99.19pixels tall (with padding).
04-11-2026, 13-23-58.png
If you click the Rocket it will start an animation and get out of the way. :lol:
04-11-2026, 13-21-24 ...
- Thu Apr 09, 2026 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Allow Paving Of Space
- Replies: 1
- Views: 355
Re: Allow Paving Of Space
Feature (sort-of) exists: you can use vertically stacked thrusters to achieve unreasonably fast interplanetary travel. With a max platform Height of 1,000,200 meters = 1,000.2km you can achieve quite a bit of speed - although it is only about 7% of the distance between planets it makes the journey ...
- Tue Apr 07, 2026 7:36 pm
- Forum: Gameplay Help
- Topic: Breeding pentapod eggs
- Replies: 9
- Views: 5910
Re: Breeding pentapod eggs
The definition for the pentapod-egg recipe:
ingredients =
{
{type = "item", name = "pentapod-egg", amount = 1, ignored_by_stats = 1},
{type = "item", name = "nutrients", amount = 30},
{type = "fluid", name = "water", amount = 60}
},
results =
{
{type = "item", name = "pentapod-egg", amount = 2 ...
ingredients =
{
{type = "item", name = "pentapod-egg", amount = 1, ignored_by_stats = 1},
{type = "item", name = "nutrients", amount = 30},
{type = "fluid", name = "water", amount = 60}
},
results =
{
{type = "item", name = "pentapod-egg", amount = 2 ...
- Tue Apr 07, 2026 3:46 pm
- Forum: Modding help
- Topic: Making foundry input and output pipes generic
- Replies: 2
- Views: 313
Re: Making foundry input and output pipes generic
You just need to extend the Foundry to include the additional 2 Input/Output fluid boxes; which it sounds like you have already done. :-) The drawback is that you are not be able to do 4 Fluid In + 2 Fluid Out without a custom pipe-graphics patch, because Foundries only have 4 "points" to connect ...
- Fri Apr 03, 2026 12:32 am
- Forum: Won't fix.
- Topic: [2.0.76] Ctrl-F from Escape menu opens "Search" dialog in game instead of Menu
- Replies: 1
- Views: 303
[2.0.76] Ctrl-F from Escape menu opens "Search" dialog in game instead of Menu
What did you do?
Pushed Escape to open the pause/menu screen
Clicked into Settings menu
Pushed "Ctrl-F" to try to find a setting by name
https://forums.factorio.com/download/file.php?mode=view&id=111522
What happened?
Search box was opened in the "Map editor" dialog behind the Escape ...
Pushed Escape to open the pause/menu screen
Clicked into Settings menu
Pushed "Ctrl-F" to try to find a setting by name
https://forums.factorio.com/download/file.php?mode=view&id=111522
What happened?
Search box was opened in the "Map editor" dialog behind the Escape ...
- Thu Mar 26, 2026 2:54 am
- Forum: General discussion
- Topic: What is included in the Download page?
- Replies: 2
- Views: 545
Re: What is included in the Download page?
“Space Age” downloads include the Base Game as well as the Expansion content. The DLC features SpaceAge/ElevatedRails/Quality can be en/disabled through the in-game Mods menu if you want a classic experience or to load a non-DLC save or join a multiplayer server.
Good Luck!
Good Luck!
- Wed Mar 18, 2026 2:13 pm
- Forum: Ideas and Requests For Mods
- Topic: A way to temporarily freeze planet ticking?
- Replies: 4
- Views: 560
- Thu Mar 12, 2026 11:59 pm
- Forum: Gameplay Help
- Topic: Tips for Gleba?
- Replies: 6
- Views: 968
Re: Tips for Gleba?
Get really drunk and try it again. Your factory won’t work any better, but it is more fun than doing it sober. :lol:
Most Nauvis belt-based factories are based upon the principle of “fill a belt lane with ingredients or products”. This is a bad idea on Gleba; it just creates more Spoilage that has ...
Most Nauvis belt-based factories are based upon the principle of “fill a belt lane with ingredients or products”. This is a bad idea on Gleba; it just creates more Spoilage that has ...
- Tue Mar 10, 2026 2:32 pm
- Forum: Ideas and Suggestions
- Topic: Framegen for 120fps/60ups
- Replies: 2
- Views: 435
- Fri Feb 27, 2026 10:48 pm
- Forum: Ideas and Suggestions
- Topic: MAP EDITOR "fill with lab tiles" = option to change "fill with"
- Replies: 1
- Views: 398
Re: MAP EDITOR "fill with lab tiles" = option to change "fill with"
Feature exists:
Good Luck!Tiles
The tile editor mode allows to place any kind of tile, anywhere. The brush mode can be used for bulk placing and the paint bucket can be used to easily replace one tile type with another.
- Tue Feb 24, 2026 11:54 pm
- Forum: Duplicates
- Topic: [2.0.75] (Minor) Inconsistency between "Read train count" and "Read stopped train"
- Replies: 2
- Views: 433
Re: [2.0.75] (Minor) Inconsistency between "Read train count" and "Read stopped train"
Perhaps there is a good reason for this behavior behind the scenes, but if this is the case the current tool-tips should probably be amended to mention this behavior.
Previously
Train ID is unset when the Wait condition is fulfilled and the cargo wagons close; Inserters/Pumps are no longer ...
Previously
Train ID is unset when the Wait condition is fulfilled and the cargo wagons close; Inserters/Pumps are no longer ...
- Tue Feb 24, 2026 11:32 pm
- Forum: Implemented mod requests
- Topic: Make current lifecycle stage accessible
- Replies: 15
- Views: 2488
Re: Make current lifecycle stage accessible
ask yourself which of these 2 is more obvious at first glance:
when working within the mod's files those are the file prefixes we are used to and are more likely to refer to instead of the official names of the stages as per the modding api's documentation page.
Those are just my two cents tho ...
when working within the mod's files those are the file prefixes we are used to and are more likely to refer to instead of the official names of the stages as per the modding api's documentation page.
Those are just my two cents tho ...
- Tue Feb 24, 2026 4:54 am
- Forum: Gameplay Help
- Topic: Why can I not use the "Signal parameter" virtual signal here?
- Replies: 5
- Views: 1641
Re: Why can I not use the "Signal parameter" virtual signal here?
You can try manually editing a Blueprint containing the Train, similar to Anything Signal. The internal name for the signal is signal-signal-parameter.
Good Luck!
Good Luck!
- Mon Feb 23, 2026 11:05 pm
- Forum: Not a bug
- Topic: [2.0.75] Train switches to automatic when bots attach artillery wagon
- Replies: 4
- Views: 473
Re: [2.0.75] Train switches to automatic when bots attach artillery wagon
Blueprints are a shortcut to mass-creating Ghost entities, so its not surprising that they trigger the Automatic setting. Depending upon how you configure the Train (shift-clicking to Copy-Paste settings) that will also trigger the Automatic toggle.
There have been a few (Resolved?) bugs recently ...
There have been a few (Resolved?) bugs recently ...