Search found 64 matches
- Wed Jul 22, 2026 12:35 am
- Forum: Bug Reports
- Topic: [Website] Link to changelog for experimental missing from downloads page
- Replies: 0
- Views: 178
[Website] Link to changelog for experimental missing from downloads page
Since 2.1.12 released earlier today, the link to the changelog for it has disappeared. Not much else to add but I suppose I can attach a screenshot:
- Tue Jun 30, 2026 3:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Headless --until-tick option requires non-existent --load-game option
- Replies: 6
- Views: 443
Re: [2.1.9] Headless --until-tick option requires non-existent --load-game option
Did you try passing --start-server (or --create) with the name of a save file? The --load-game might just be an outdated error message that was overlooked.
- Sat Jun 27, 2026 5:58 pm
- Forum: Duplicates
- Topic: [2.1.8] belt lane swapped when pasting BP
- Replies: 2
- Views: 328
Re: [2.1.8] belt lane swapped when pasting BP
This sounds the same as the issue I reported earlier: 134255
- Fri Jun 26, 2026 3:42 am
- Forum: Duplicates
- Topic: Tesla Turret will only be built when electrolyte fluid level in pipeline exceeds 33% (independent from amount available)
- Replies: 6
- Views: 1258
Re: Tesla Turret will only be built when electrolyte fluid level in pipeline exceeds 33% (independent from amount availa
Yeah I noticed that the internal buffers of machines that have fluid passthrough are now part of the pipeline itself. Not sure if that's intended or not.
- Fri Jun 26, 2026 3:24 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.1.8] Legendary Inserter has inconsistent rotation times
- Replies: 8
- Views: 11308
Re: [boskid][2.1.8] Legendary Inserter has inconsistent rotation times
I can also add to this issue, it's messing up any setup I have that uses 2 legendary stack inserters to fill a belt lane. It seems like the timings are a bit off so the inserter ends up leaving gaps where it doesn't swing over the belt in time. They do seem ever so slightly slower visually as well ...
- Thu Jun 25, 2026 12:40 pm
- Forum: Bug Reports
- Topic: [2.0.77] UI flickering when selecting Shattered planet while on Solar system edge
- Replies: 1
- Views: 227
Re: [2.0.77] UI flickering when selecting Shattered planet while on Solar system edge
Shattered planet works differently; if you don't add any conditions to it the platform will instantly go to the next stop in the list. This is so you can automate flying only partially towards it before turning around. I didn't check the save yet, but since you say your stops are only solar system ...
- Thu Jun 25, 2026 3:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
- Replies: 8
- Views: 1738
Re: [2.1.7] Fulgora generates too much land on 2.0 saves
My suspicious was correct, this issue is somehow caused by the new tiles not being populated in the autoplace_settings. The following console command will fix the problem on a migrated 2.0 save:
/c local mgs = game.surfaces.fulgora.map_gen_settings
mgs.autoplace_settings.tile.settings["oil ...
- Thu Jun 25, 2026 12:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
- Replies: 8
- Views: 1738
Re: [2.1.7] Fulgora generates too much land on 2.0 saves
My suspicious was correct, this issue is somehow caused by the new tiles not being populated in the autoplace_settings. The following console command will fix the problem on a migrated 2.0 save:
/c local mgs = game.surfaces.fulgora.map_gen_settings
mgs.autoplace_settings.tile.settings["oil-ocean ...
/c local mgs = game.surfaces.fulgora.map_gen_settings
mgs.autoplace_settings.tile.settings["oil-ocean ...
- Thu Jun 25, 2026 12:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
- Replies: 8
- Views: 1738
Re: [2.1.7] Fulgora generates too much land on 2.0 saves
planet-map-gen.lua was modified for Version 2.1.7 to include the new "oil-ocean-shallow-2" and "oil-ocean-deep-2" tiles to the autoplace_settings - as well as the new decorative entities.
It makes sense that these new tile types would alter new-chunk generation, leading to the not-smooth ...
- Wed Jun 24, 2026 9:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.1.7] Pasting belts over existing belts can flip lanes
- Replies: 2
- Views: 1395
[boskid][2.1.7] Pasting belts over existing belts can flip lanes
This is a really weird issue to even describe. My lab blueprint exhibits a strange behavior when building it over top an existing instance of itself, where all the belts get flipped across, thereby swapping their lanes. I've provided this blueprint book to reproduce the issue, which is more or less ...
- Wed Jun 24, 2026 2:02 pm
- Forum: Not a bug
- Topic: [2.1.7] landmine does not output signal, work as advertised
- Replies: 2
- Views: 287
Re: [2.1.7] landmine does not output signal, work as advertised
You use it like an actual tripwire. Connect a whole chain of mines in series with a single wire, put a constant combinator at one end and read the signal at the opposite end. When a mine goes off the wire will be broken causing the signal to go away.
- Wed Jun 24, 2026 1:17 pm
- Forum: Bug Reports
- Topic: [2.1.7] Sometimes on loading save cores don't park properly on 9950X3D
- Replies: 6
- Views: 661
Re: [2.1.7] Sometimes on loading save cores don't park properly on 9950X3D
Linux users are also seeing this exact same problem.
Ah, very interesting then. The apparent window focus behavior just made me think it was a Windows thing, since Windows does have a system for prioritizing the focused task over others. Still Factorio isn't really in control of which cores it ...
- Wed Jun 24, 2026 12:56 pm
- Forum: Bug Reports
- Topic: [2.1.7] Sometimes on loading save cores don't park properly on 9950X3D
- Replies: 6
- Views: 661
Re: [2.1.7] Sometimes on loading save cores don't park properly on 9950X3D
Yeah this just sounds like Windows scheduler fuckery. One of the reasons Linux is known to be better for Factorio.
- Tue Jun 23, 2026 6:08 pm
- Forum: Duplicates
- Topic: [2.1.7] Turrets lock on to targets outside their range
- Replies: 3
- Views: 1734
- Tue Jun 23, 2026 6:01 pm
- Forum: Duplicates
- Topic: [2.1.7] Turrets lock on to targets outside their range
- Replies: 3
- Views: 1734
[2.1.7] Turrets lock on to targets outside their range
I assume all turrets are affected, but I only checked gun turrets on space platforms, as that's where this issue is most problematic. They seem to lock on to targets just outside their range, and will not choose a different target until the current one is either destroyed or goes outside the ...
- Sun Jun 21, 2026 8:12 pm
- Forum: Not a bug
- Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
- Replies: 9
- Views: 754
Re: [2.0.77] Inserter throughput from corner belt changes with belt direction
I wonder if 2.1 inserter flipping also flips the pickup lane...
- Sun Jun 21, 2026 9:32 am
- Forum: Gameplay Help
- Topic: Late game Promethium ship design
- Replies: 2
- Views: 866
Re: Late game Promethium ship design
Most of your math checks out, with the notable exception of the 200 prom chunks per second for each cryo plant. It's not really possible to get more than 120 per second, as it takes 8 legendary inserters to consume a whole turbo belt (60/s) of chunks, due to the lack of stacking. A cryo plant has 20 ...
- Sun Jun 21, 2026 8:56 am
- Forum: Not a bug
- Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
- Replies: 9
- Views: 754
Re: [2.0.77] Inserter throughput from corner belt changes with belt direction
Inserter throughput when picking from “non-perpendicular” belts is always lower because the arm has to “reach” farther to grab items as they go around the corner.
Good Luck!
Right, but the issue is that even when the items are on both lanes, the throughput is affected by which direction the ...
- Fri Jun 19, 2026 5:02 pm
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 33804
Re: Friday Facts #443 - More Planet Deliveries
I'm curious, how difficult will it be to update a 2.0 planet mod for 2.1 compatibility? Specifically in regards to the background planet parameters and textures. Do we have to define that stuff? Or can we omit it and the mod will work fine just without a background planet, in order to just get the ...
- Sun Jun 07, 2026 11:16 am
- Forum: Not a bug
- Topic: [2.0.76] Crash on start loading mods, excessive memory allocation failed
- Replies: 6
- Views: 659
Re: [2.0.76] Crash on start loading mods, excessive memory allocation failed
Yeah I wasn't sure how all the memory use could be from Factorio, so I thought maybe it was a driver misbehaving or something.KoBOLTA wrote: Sun Jun 07, 2026 5:19 am i figured out that i have near maximum usage of memory by factorio (all 32+ Gb), my bad that i didn't checked that