Search found 29 matches
- Sat Oct 18, 2025 7:07 pm
- Forum: Not a bug
- Topic: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
- Replies: 2
- Views: 325
Re: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
Sounds like an infinite loop in a lua script, which would likely be a bug in the mod and not Factorio itself.
- Fri Oct 17, 2025 11:18 am
- Forum: Modding interface requests
- Topic: Runtime access to spawner protection flag
- Replies: 0
- Views: 79
Runtime access to spawner protection flag
Spawners have an internal flag that controls whether it's protected from automated shooting by turrets, but unless I missed something, the only way I've found to set this flag is through a create entity trigger effect. There's no way to read to write the flag on an existing spawner entity. This ...
- Tue Oct 14, 2025 8:34 pm
- Forum: Bug Reports
- Topic: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters
- Replies: 2
- Views: 211
Re: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters
You have to enable "Show all items in selection lists" in interface settings.
- Mon Sep 29, 2025 4:39 am
- Forum: Bug Reports
- Topic: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles
- Replies: 1
- Views: 273
Re: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles
The grenades are just that powerful, that they actually burn the water. They are capable of mowing down entire forests after all. 

- Sun Sep 28, 2025 8:52 pm
- Forum: Minor issues
- Topic: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
- Replies: 2
- Views: 195
Re: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
Ah I see! I did not realize that effect was coming from a mod, thought it was a vanilla thing removing fully disconnected platform tiles or something. I will investigate which mod is adding that effect and forward the report to that developer to see if/how they want to address it. Thanks!
Oh, one ...
Oh, one ...
- Sun Sep 28, 2025 8:34 pm
- Forum: Minor issues
- Topic: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
- Replies: 2
- Views: 195
[2.0.66] Seemingly edge case stack overflow in platform tile destruction
Description
Somehow, under specific circumstances, space platform tiles being destroyed by asteroids can cause a stack overflow. It happened randomly when screwing with a mod that adds ultra powerful thrusters (4 GN), but I don't think the mod is strictly necessary to cause the crash as it occurs ...
Somehow, under specific circumstances, space platform tiles being destroyed by asteroids can cause a stack overflow. It happened randomly when screwing with a mod that adds ultra powerful thrusters (4 GN), but I don't think the mod is strictly necessary to cause the crash as it occurs ...
- Tue Sep 23, 2025 4:50 am
- Forum: Not a bug
- Topic: [2.0.67] "no-item" item can be placed in Editor inventory
- Replies: 3
- Views: 428
Re: [2.0.67] "no-item" item can be placed in Editor inventory
This is the case for lots of things. You can actually get virtual signals as inventory items with a bit of trickery! As I understand it's because they're all technically items due to how the game works, just normally there's not a way to obtain them.
- Sat Sep 20, 2025 8:41 am
- Forum: Desyncs with mods
- Topic: [2.0.66] Unidentified modded desync
- Replies: 0
- Views: 320
[2.0.66] Unidentified modded desync
I know this is a shot in the dark, but I've got a persistent desync issue that keeps happening at random on a multiplayer server, and because of the amount of players and mods we have there's just no way I'm able to get any clue as to what might be causing it. We can go hours without it happening ...
- Sat Sep 20, 2025 4:49 am
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 35
- Views: 11571
Re: Remember order of shortcut bar when mods are disabled
Ah! I didn't find this thread, my bad. I did try to search but nothing similar came up. It's not very easy to use.

- Sat Sep 20, 2025 3:54 am
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 35
- Views: 11571
Remember order of shortcut bar when mods are disabled
It gets quite annoying having to reorganize my shortcut buttons every time I remove and later re-add some mods. Would be awesome if the game remembered the entries in the player-data.json instead of just clobbering them. I know I can make a backup of the file and restore it, but this is quite ...
- Tue Sep 16, 2025 3:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
- Replies: 1
- Views: 1121
[Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
Description
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
- Tue Sep 02, 2025 12:40 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 7793
- Wed Jul 30, 2025 5:26 pm
- Forum: Releases
- Topic: Version 2.0.61
- Replies: 11
- Views: 14510
Re: Version 2.0.61
Wow! The belt dragging changes are extremely nice, and a massive upgrade to an already great mechanic!
One little nitpick though is that it doesn't remove underground belts that get placed while dragging.

- Sat Jul 12, 2025 2:29 am
- Forum: Releases
- Topic: Version 2.0.59
- Replies: 8
- Views: 7340
Re: Version 2.0.59
Very nice to see! I always found it rather silly that pulling out a particularly large blueprint would destroy the framerate.Optimizations
- Improved performance when holding blueprints.

- Fri Dec 20, 2024 6:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.26] a lot of cargo bays lag the game
- Replies: 5
- Views: 6989
Re: [2.0.26] a lot of cargo bays lag the game
Thanks for the report. Unfortunately there is nothing that I know of to fix this, the number of slots directly effects the GUI performance and there’s nothing to do about that.
Couldn't you just skip rendering the slots that are outside the visible bounds? Unless I'm misunderstanding the nature ...
- Wed Dec 11, 2024 1:09 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.23] Solar panels have zero power when min_brightness=1
- Replies: 2
- Views: 916
Re: [2.0.23] Solar panels have zero power when min_brightness=1
I guess the real issue then is that the Lua API doc says min_brightness affects solar power.
- Tue Dec 10, 2024 4:42 am
- Forum: Not a bug
- Topic: [2.0.23] Remote controlled spidertrons do not generate nests in generated but unexplored chunks
- Replies: 4
- Views: 1116
Re: [2.0.23] Remote controlled spidertrons do not generate nests in generated but unexplored chunks
This is a well-known thing that's been around for years. I believe it's considered a won't fix because Wube doesn't want to make radar coverage trigger chunk generation.
- Fri Dec 06, 2024 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR
- Replies: 8
- Views: 2934
Re: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR
I know this is already fixed for the next release, but for anyone encountering this issue in the meantime, I found that exporting and reimporting the affected blueprint fixes whatever weird crash-causing state it's in.
- Thu Dec 05, 2024 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
- Replies: 2
- Views: 1848
[Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
In-game it looks slightly "stuttery" for lack of a better term, and if I go frame-by-frame on a recording I can tell that one of the frames is displayed for twice as long, followed by a slightly bigger jump to where it should be. Looking at the sprite sheet in the game files (data/space-age/graphics ...
- Wed Nov 27, 2024 6:20 am
- Forum: Ideas and Suggestions
- Topic: Selector Combinator - Quality Transfer: simplifying its functionality
- Replies: 5
- Views: 4221
Re: Selector Combinator - Quality Transfer: adding/changing its functionality
Can't you already do this using quality filter instead of quality transfer? And then if you need to transfer that quality you could just use 2 combinators. Unless I'm not quite understanding what you're trying to accomplish.