118257
please don't put bug reports in release threads
Search found 154 matches
- Tue Feb 10, 2026 7:44 pm
- Forum: Releases
- Topic: Version 2.0.73
- Replies: 6
- Views: 9189
- Thu Jan 29, 2026 6:03 pm
- Forum: Gameplay Help
- Topic: Station interrupts: "No path" problem
- Replies: 9
- Views: 532
Re: Station interrupts: "No path" problem
What if you add loops to all the dead ends and remove all roundabouts? I would experiment myself but you haven't posted the save.
- Tue Jan 27, 2026 12:07 pm
- Forum: This Forum
- Topic: Upload file failed
- Replies: 12
- Views: 4228
Re: Upload file failed
I think inline-able attachments should have a separate, much lower size limit. At least it should not be possible to upload 400Mb GIFs, as seen in viewtopic.php?t=132559
- Thu Jan 15, 2026 6:54 am
- Forum: Duplicates
- Topic: [2.0.72] Ghosts getting removed by trees/stones marked for deconstruction
- Replies: 3
- Views: 256
- Sun Jan 11, 2026 9:00 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 519
- Views: 399215
Re: 3 and 4 way intersections
Welcome to trains. It's cute, but in the end it is equivalent to the classic "crossabout" design and gets the same score of around 40.
- Sat Dec 27, 2025 9:15 pm
- Forum: Not a bug
- Topic: [2.0.72] Wires that are too long silently fail on BP import.
- Replies: 4
- Views: 361
Re: [2.0.72] Wires that are too long silently fail on BP import.
As far as I know, only failures during the round-trip "game -> string -> game" are considered as bugs. If you made a bad string outside of the game, that's on you.
Also, consider that modded blueprints fail silently, with varying degrees of failure. Since the game has no information on the ...
Also, consider that modded blueprints fail silently, with varying degrees of failure. Since the game has no information on the ...
- Tue Dec 23, 2025 12:43 pm
- Forum: Gameplay Help
- Topic: Circuited assembler
- Replies: 10
- Views: 1039
Re: Circuited assembler
I might be stupid but I just add one decider per recipe with a parametric bp.
- Mon Dec 22, 2025 2:28 pm
- Forum: News
- Topic: Factorio - Nintendo Switch™ 2 Edition out now!
- Replies: 32
- Views: 10396
Re: Factorio - Nintendo Switch™ 2 Edition out now!
What is the range of VRR supported? Will it come to pc?
- Sun Dec 21, 2025 11:02 am
- Forum: Gameplay Help
- Topic: Circuited assembler
- Replies: 10
- Views: 1039
Re: Circuited assembler
Sorry, I can't look at the blueprint at the moment, but it sounds like you need to add hysteresis to your system. Look at this decider:
AM1 < 10 [R]
OR
AM1 < 50 [R]
AND
AM1 > 0 [G]
Output and input are connected with a green wire, input is on red, and output sets AM1 to 1. This signal turns on ...
AM1 < 10 [R]
OR
AM1 < 50 [R]
AND
AM1 > 0 [G]
Output and input are connected with a green wire, input is on red, and output sets AM1 to 1. This signal turns on ...
- Sun Dec 07, 2025 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Automatically set locomotive to manual driving when selecting "drive remotely"
- Replies: 5
- Views: 549
Re: Automatically set locomotive to manual driving when selecting "drive remotely"
I don't get it. You don't need to click the button to look at the train. In fact if you see the button, you are already looking at what the train is doing.crimsonarmy wrote: Sat Dec 06, 2025 10:39 pm I think it would be a positive change, but sometimes I do want to look at what a train is doing without interfering with it.
- Tue Nov 18, 2025 4:13 pm
- Forum: Gameplay Help
- Topic: I decided to play with the standard settings, but with the "Narrow World" option
- Replies: 9
- Views: 1029
Re: I decided to play with the standard settings, but with the "Narrow World" option
In addition to shipping in the acid from other planets, you can steal it with solar and barreling while the demolisher is not looking.
- Tue Nov 11, 2025 8:38 pm
- Forum: Ideas and Suggestions
- Topic: Please remove the Spidertron screen wobble
- Replies: 54
- Views: 14986
Re: Spidertrons ruin hand building
previously 92843
- Sat Nov 08, 2025 7:26 pm
- Forum: Not a bug
- Topic: [2.0.72] Water in pipe always going to the same machine.
- Replies: 7
- Views: 805
Re: [2.0.72] Water in pipe always going to the same machine.
Regardless, it's not a bug. New system or old, pipes were never balanced when they are empty.
In your setup you could put a pump on the fuel output pipe to block it when you think you have enough. This will back up the fuel plants and let the water flow to the other side.
In your setup you could put a pump on the fuel output pipe to block it when you think you have enough. This will back up the fuel plants and let the water flow to the other side.
- Fri Nov 07, 2025 8:26 pm
- Forum: Duplicates
- Topic: Deconstruction planner across maps
- Replies: 2
- Views: 531
Re: Deconstruction planner across maps
What is the version of the game you are seeing this on? I can't reproduce. Also, duplicate of 125487
- Sat Aug 30, 2025 7:59 pm
- Forum: Ideas and Suggestions
- Topic: Some QOL for those of us that actually fight the bugs.
- Replies: 5
- Views: 812
Re: Some QOL for those of us that actually fight the bugs.
While it's a bit unintuitive, there are workarounds.
1) Use filters (middle click) on all weapon and ammo slots to set the configuration you want. When you respawn you will still be given the pistol, but it will not get equipped. Additionally, use logistic request for zero pistols to move it to ...
1) Use filters (middle click) on all weapon and ammo slots to set the configuration you want. When you respawn you will still be given the pistol, but it will not get equipped. Additionally, use logistic request for zero pistols to move it to ...
- Tue Aug 26, 2025 11:38 pm
- Forum: Not a bug
- Topic: [2.0.60] Rail signal ghosts placed incorrectly by bots
- Replies: 3
- Views: 580
Re: [2.0.60] Rail signal ghosts placed incorrectly by bots
Your blueprint is not symmetric and you marked the wrong signals. I have marked with arrows the two misplaced signals on your screenshot. In my testing the blueprint is built as designed every time.
- Fri Aug 22, 2025 6:28 pm
- Forum: Duplicates
- Topic: [2.0.65] EM plant does not consume acid to produce processing unit
- Replies: 1
- Views: 478
- Fri Jul 11, 2025 4:43 pm
- Forum: Ideas and Suggestions
- Topic: [UI] Recipe change misclick opens Factoriopedia
- Replies: 2
- Views: 488
Re: [UI] Recipe change misclick opens Factoriopedia
Even in this imaginary scenario the icon is still there to be clicked.eugenekay wrote: Thu Jul 10, 2025 2:17 pm Usability issue - like being unable to click the Recipe Name if it is too short/Blank...
- Wed Jul 02, 2025 9:33 pm
- Forum: Bug Reports
- Topic: [2.0.58] Without Space Age, rockets launch automatically before having a full inventory
- Replies: 1
- Views: 1028
- Sun Jun 15, 2025 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Steam protocol server connection
- Replies: 6
- Views: 2518
Re: Steam protocol server connection
connect command works only with servers that use the Steam Game Server API, which would need to be implemented in the server.
Alternatively, you could use the run command with parameters (note the double slash):
Alternatively, you could use the run command with parameters (note the double slash):
Code: Select all
steam://run/427520//--mp-connect%20<ip:port>/