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 ...
Search found 101 matches
- Thu Apr 09, 2026 3:48 pm
- Forum: Gameplay Help
- Topic: [2.0.76] Trains randomly pausing at waypoint stations
- Replies: 5
- Views: 477
- 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.
Thank you.
- 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.
None of the waypoints have any conditions - if they did then they would not be waypoints.
- 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 ...
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 ...
- 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 ...
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 ...
- Sun Mar 29, 2026 8:22 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, looking forward to it.
- 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 ...
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 ...
- 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?

Oops, I didn't mean to step on you ... did it hurt?
- 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:
Feel free to ignore!
To my mind it should not be possible to build this last piece of wall, but it is:
- 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 ...
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 ...
- 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 ...
What ...
- 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.
We shouldn't have to tear something down and rebuild it just to make sure its first shot is as speedy as possible.
- 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.
Thank you for considering.
- 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.
- 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 ...
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 ...
- 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...
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...
- 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 ...
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 ...
- 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.
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.
- 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 ...
Use the custom deconstruction planner in the toolbar on the whole area under the wagon and ...
- 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 ...
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 ...