Search found 125 matches
- Sun Feb 02, 2025 7:25 pm
- Forum: Tools
- Topic: Factorio seed reader?
- Replies: 2
- Views: 183
Re: Factorio seed reader?
The game itself can generate previews for you: https://wiki.factorio.com/Command_line_parameters
- Sun Jan 26, 2025 2:07 am
- Forum: Bug Reports
- Topic: [2.0.32] Mouse pointer offset on fullscreen change
- Replies: 3
- Views: 243
Re: [2.0.32] Factorio maximized screen issues.
You should post a log.
When you say "Fullscreen windowed mode", what does that mean exactly? On the (confusingly cropped) screenshot I can see parts of desktop visible, which is the opposite of fullscreen.
When you say "Fullscreen windowed mode", what does that mean exactly? On the (confusingly cropped) screenshot I can see parts of desktop visible, which is the opposite of fullscreen.
- Thu Jan 23, 2025 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [1.1.70] Clicking a chat tag runs both mouse action and tag action
- Replies: 2
- Views: 858
Re: [StrangePan] [1.1.70] Clicking a chat tag runs both mouse action and tag action
True, but the suppressed window still flashes on for a frame.
Additionally, can reproduce in 2.0.32 with any tag that opens Factoriopedia.
Additionally, can reproduce in 2.0.32 with any tag that opens Factoriopedia.
- Sat Jan 04, 2025 10:24 am
- Forum: Bug Reports
- Topic: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
- Replies: 4
- Views: 466
Re: [2.0.28] Items overcommitted to personal logistics sometimes cause space platforms to ignore wait conditions
I think both of the cases you describe are the same issue. In short: when a rocket silo decides to fulfill a request, it never gives up even if the item count becomes insufficient.
Reproduction:
- have a platform request an item (car)
- add and remove a car to the networks storage
Result: the silo ...
Reproduction:
- have a platform request an item (car)
- add and remove a car to the networks storage
Result: the silo ...
- Thu Jan 02, 2025 11:57 am
- Forum: Not a bug
- Topic: Tungsten generation seems bugged
- Replies: 6
- Views: 439
Re: Tungsten generation seems bugged
Tungsten spawns in valleys between volcanoes ( https://factorio.com/blog/post/fff-386 ). By turning up volcanism, you made pretty much all the terrain be gigantic volcanoes with no room for valleys. There are many map generator settings that are "unfair" or "unwinnable" but it's not a bug.
- Wed Jan 01, 2025 6:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Vehicle already has a driver in singleplayer
- Replies: 7
- Views: 924
Re: [2.0.28] Vehicle already has a driver in singleplayer
Please post log and save.
- Sun Dec 29, 2024 9:23 pm
- Forum: Gameplay Help
- Topic: Inserters don't get triggered by a pulse
- Replies: 6
- Views: 382
Re: Inserters don't get triggered by a pulse
The inserter has to stay enabled long enough to grab an item. If it is picking up from an entity, like a chest, one tick will always be enough. If it is picking up from a belt, it very much depends on both the inserter speed and on the belt speed. If the inserter is disabled before it manages to ...
- Wed Dec 11, 2024 1:07 pm
- Forum: Assigned
- Topic: [boskid][2.0.23] inserter can't insert spoilage into captive biter spawner
- Replies: 11
- Views: 919
- Sun Dec 08, 2024 10:12 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 23319
Re: Version 2.0.24
It's really not difficult to come up with better solutions that would cause much less trouble and confusion:
Mines don't work against asteroids. Keeps them useful against hatching eggs; should be explained in a new tip entry.
Mines are buildable but don't work in space. Ideally needs a ...
Mines don't work against asteroids. Keeps them useful against hatching eggs; should be explained in a new tip entry.
Mines are buildable but don't work in space. Ideally needs a ...
- Fri Dec 06, 2024 7:34 am
- Forum: Duplicates
- Topic: [2.0.24] Higher-quality blueprints reset when put in library
- Replies: 2
- Views: 270
- Thu Dec 05, 2024 12:15 pm
- Forum: Duplicates
- Topic: [2.0.23] Can Walk Between Connected Boilers and Heat Exchangers
- Replies: 2
- Views: 154
- Wed Dec 04, 2024 1:31 pm
- Forum: Resolved for the next release
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 14
- Views: 3473
Re: [Lou] [2.0.15] Railgun is shooting other Railsguns
another test setup in 123708
- Wed Dec 04, 2024 1:27 pm
- Forum: Duplicates
- Topic: [2.0.23] Railgun turret destroying entities it isn't supposed to
- Replies: 2
- Views: 298
- Fri Nov 22, 2024 6:15 pm
- Forum: This Forum
- Topic: External images in posts now replicated locally
- Replies: 1
- Views: 1394
Re: External images in posts now replicated locally
Discord changed their external links to expire in 24 hours almost a year ago, but people still keep posting them, and they keep expiring. Perhaps the frequency of this replication should be increased.
- Fri Nov 22, 2024 5:30 pm
- Forum: Duplicates
- Topic: [2.0.20] Spidertron raw ingredients list spill over the toolbox
- Replies: 1
- Views: 149
- Fri Nov 22, 2024 9:07 am
- Forum: Duplicates
- Topic: Research unlocked by crafting don't "Finish" being researched visually
- Replies: 1
- Views: 208
Re: Research unlocked by crafting don't "Finish" being researched visually
You did not specify version. This is duplicate of 119386
- Wed Nov 20, 2024 7:26 pm
- Forum: Gameplay Help
- Topic: How to deal with bioflux spoiling mid-swing?
- Replies: 9
- Views: 1349
Re: How to deal with bioflux spoiling mid-swing?
Since we're talking about bioflux, it's probably about captive spawners. They don't have any trash slots for the result. If bioflux spoils mid-swing, the inserter tries to insert into the same slot as the egg output. If there are eggs there, the inserter is stuck until they are removed (see image ...
- Fri Nov 15, 2024 7:00 pm
- Forum: Duplicates
- Topic: [2.0.17] Inserter Stuck Behind Splitter on Opposite Side of Output
- Replies: 6
- Views: 496
Re: [2.0.17] Inserter Stuck Behind Splitter on Opposite Side of Output
Specifically, inserters put items 0.7 of a tile away, and the splitter's decision point is in the middle. So top and bottom inserters are placing items on top of the splitter line, which still counts as before it, and the left inserters are placing over and past the split.
- Fri Nov 15, 2024 10:08 am
- Forum: Duplicates
- Topic: [2.0.15] Solar panel scaling doesn't affect portable solar panels
- Replies: 3
- Views: 392
- Wed Nov 13, 2024 4:04 pm
- Forum: Duplicates
- Topic: [2.0.17] Inserter Stuck Behind Splitter on Opposite Side of Output
- Replies: 6
- Views: 496
Re: [2.0.17] Inserter Stuck Behind Splitter on Opposite Side of Output
Not a bug. Splitters interface with the world through pieces of belt (input/output). Inserters interact with these belts, not with the entity. The inserter in question is placing items on one of the splitter's output belts, and the belt is already full.