Search found 101 matches

by reduke
Thu Apr 09, 2026 3:48 pm
Forum: Gameplay Help
Topic: [2.0.76] Trains randomly pausing at waypoint stations
Replies: 5
Views: 477

Re: [2.0.76] Trains randomly pausing at waypoint stations

Hopefully this Google drive link will help demonstrate: https://drive.google.com/file/d/1q5TmlZ6o_nwpAImN4D5xBTJ-1Utbc93h/view?usp=sharing

Thanks.

edit: log attached factorio-current.log


ps: it would be helpful if the forum attachment text could be changed to 30MiB instead of 1GiB to match the ...
by reduke
Thu Apr 09, 2026 3:24 pm
Forum: Gameplay Help
Topic: [2.0.76] Trains randomly pausing at waypoint stations
Replies: 5
Views: 477

Re: [2.0.76] Trains randomly pausing at waypoint stations

Also, for whomever moved this from Bug Reports to Gameplay Help, I would appreciate if this can be moved back, as this is to my mind clearly unexpected and unpredictable behaviour - classic signs of a bug.


Thank you.
by reduke
Thu Apr 09, 2026 3:05 pm
Forum: Gameplay Help
Topic: [2.0.76] Trains randomly pausing at waypoint stations
Replies: 5
Views: 477

Re: [2.0.76] Trains randomly pausing at waypoint stations

I have tried twice to add the save - each time the preview window shows it properly added but it doesn't show up in the post...

None of the waypoints have any conditions - if they did then they would not be waypoints.
by reduke
Thu Apr 09, 2026 1:45 pm
Forum: Gameplay Help
Topic: [2.0.76] Trains randomly pausing at waypoint stations
Replies: 5
Views: 477

[2.0.76] Trains randomly pausing at waypoint stations

I can't figure out the logic of this yet, but sometimes, trains with a waypoint in their orders will momentarily pause at that waypoint (and not at/next to a signal)

Other times, with the same train or the same waypoint, there is no pause...

I can load up the same saved game repeatedly, and in one ...
by reduke
Fri Apr 03, 2026 9:39 pm
Forum: Duplicates
Topic: [2.0.76] Assembling machine animation slows down with high speed bonus
Replies: 1
Views: 213

[2.0.76] Assembling machine animation slows down with high speed bonus

Mods: quality and elevated rails.

All parts and recipes below are legendary:

When an assembling machine 3 set to produce red chips is filled with prod 3 modules, and surrounded by 12 beacons progressively filled with speed 3 modules, the animation starts to slow down when about half of the beacons ...
by reduke
Thu Mar 26, 2026 5:47 pm
Forum: Assigned
Topic: [Klonan] Direction arrows hide entity counts for missing construction items
Replies: 1
Views: 419

Re: [Klonan] Direction arrows hide entity counts for missing construction items

Quick update:

Just discovered that this is only an issue in remote view. In regular view, the anchor point moves to the bottom left of the flyout when hovering over the bottom of the item count box.

I suggest that this be the fix for remote view (which is where I spend 99.9% of my time hence only ...
by reduke
Mon Mar 16, 2026 10:21 pm
Forum: Ideas and Suggestions
Topic: Spidertron legs could target instead of avoid squishy things...
Replies: 3
Views: 377

Spidertron legs could target instead of avoid squishy things...

I think it could make for an interesting dynamic if a Spidertron would only try to avoid player buildings, not enemy nests. I mean after all, it's feet do look quite pointy!

Oops, I didn't mean to step on you ... did it hurt? ;) :lol:
by reduke
Thu Mar 05, 2026 2:06 pm
Forum: Minor issues
Topic: [2.0.73] Building walls in places that should be blocked by spidertron legs
Replies: 1
Views: 255

[2.0.73] Building walls in places that should be blocked by spidertron legs

This is quite possibly the least important bug(/feature) ever, but I thought I would flag it up anyway just in-case it is indicative of any wider issues.

Feel free to ignore! :)

To my mind it should not be possible to build this last piece of wall, but it is:
buildablewall.png
buildablewall.png (7.08 MiB) Viewed 255 times
by reduke
Wed Mar 04, 2026 12:13 pm
Forum: Fixed for 2.1
Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
Replies: 4
Views: 573

Re: [2.0.73] Flipping splitter moves items in output to wrong lane

Thanks for looking into this.

Sorry if I wasn't entirely clear. I wasn't asking for items on the top right to stay on the top right.

What I presumed would happen is that (for north facing belts):

- when a horizontal flip takes place, items on the top right flip to the top left.
- when a vertical ...
by reduke
Wed Mar 04, 2026 11:28 am
Forum: Fixed for 2.1
Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
Replies: 4
Views: 573

[2.0.73] Flipping splitter moves items in output to wrong lane

What happens: When a splitter facing north/south is flipped vertically (or west-east horizontally), any items in its outputs are moved onto the other lane, as if the splitter had been rotated 180 degrees instead of flipped. All other settings are correctly flipped instead of being rotated.

What ...
by reduke
Sat Feb 28, 2026 11:01 pm
Forum: Ideas and Suggestions
Topic: Rotating placed turrets
Replies: 3
Views: 1330

Re: Rotating placed turrets

I fully support this suggestion. It is so incongruous to be able to rotate something before but not after construction.

We shouldn't have to tear something down and rebuild it just to make sure its first shot is as speedy as possible.
by reduke
Sat Feb 28, 2026 3:14 pm
Forum: Ideas and Suggestions
Topic: Different colours for module requests that are in progress vs lacking construction materials/bots
Replies: 0
Views: 182

Different colours for module requests that are in progress vs lacking construction materials/bots

Per the title, I think it would be useful to have the module request indicators show different colours/shades for when a bot is in the progress of filling that request or not - just like how it is for building ghosts.

Thank you for considering.
by reduke
Thu Feb 26, 2026 7:55 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Spidertron path loses points when clicking on entities
Replies: 2
Views: 437

Re: [2.0.76] Spidertron path loses points when clicking on entities

I also have this issue but never worked out the exact mechanics, thanks for figuring it out.
by reduke
Wed Feb 25, 2026 10:51 pm
Forum: Gameplay Help
Topic: How do trains choose between mixed fuel types?
Replies: 1
Views: 402

How do trains choose between mixed fuel types?

I have read that it is left to right, but is that always the case?

If a train loads fuel from the left slot (nuclear so stack size 1), and then that slot is re-filled before its current tank runs dry, will it load from the left slot again?

I was trying to watch one to find out, but after waiting ...
by reduke
Wed Feb 25, 2026 10:44 pm
Forum: Fixed for 2.1
Topic: [Genhis][2.0.73] X marks from right clicking ingredients after recipe change disappear when re-loading machine view
Replies: 4
Views: 926

Re: [Genhis][2.0.73] X marks from right clicking ingredients after recipe change disappear when re-loading machine view

Can I just check something?

Is this also fixed for removing fuel from train engines with bots? I just noticed it has the same behaviour when I was upgrading fuel quality...
by reduke
Fri Feb 20, 2026 8:26 pm
Forum: Assigned
Topic: [Klonan] Direction arrows hide entity counts for missing construction items
Replies: 1
Views: 419

[Klonan] Direction arrows hide entity counts for missing construction items

Not sure if this is a bug, an unintended feature, or should be moved to feature requests.

When hovering over the count of missing items for construction, the direction arrows hide the view of which items are missing.

I would suggest to fix this that either:

-The item count display is shown on top ...
by reduke
Sun Feb 15, 2026 2:19 pm
Forum: Ideas and Suggestions
Topic: Deconstruction in blueprints
Replies: 9
Views: 10418

Re: Deconstruction in blueprints

+1 to this

I also use the lamp placeholder workaround, but I would much rather leave the rocks/trees/fish/cliffs in place that I don't need to remove, and also not have to and remove any unneeded landfill again once the build is complete.
by reduke
Fri Feb 13, 2026 11:49 pm
Forum: Bug Reports
Topic: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
Replies: 5
Views: 725

Re: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top

Ok, I haven't yet been able to replicate the dispatch order issues exactly as described in a clean save (I suspect your work stealing description is what is causing this), but I do have a clean save for you.

Use the custom deconstruction planner in the toolbar on the whole area under the wagon and ...
by reduke
Thu Feb 12, 2026 7:44 pm
Forum: Bug Reports
Topic: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
Replies: 5
Views: 725

Re: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top

A couple of other observations:

I can't reproduce this when I am not in the range of any other roboports, but when I am in range and can reproduce this, my main roboport network has 0 free robots.

If it's work stealing, why does it happen for the roboport and not for the landfill?



Is there a ...

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