Search found 1379 matches

by robot256
Fri Jul 03, 2026 11:16 am
Forum: Gameplay Help
Topic: Why are oil fields and pumpjacks designed this way?
Replies: 1
Views: 118

Re: Why are oil fields and pumpjacks designed this way?

#1 is is actually based on how real oil fields operate. We can't actually pump every last drop from a given borehole because as the oil is extracted, the pressure in the reservoir decreases. At some point, you get only tiny amounts of oil out because your pump can only suck so hard.

#2 is that ...
by robot256
Thu Jul 02, 2026 3:13 pm
Forum: Ideas and Suggestions
Topic: [2.1] Roboports should report ghost entities
Replies: 5
Views: 206

Re: [2.1] Roboports should report ghost entities

Previously:
viewtopic.php?t=133812 (in Outdated/not implemented)
viewtopic.php?t=39474 (very long thread where all the suggestions of the same kind were merged, except the one that was moved to outdated/not implemented)
by robot256
Thu Jul 02, 2026 3:48 am
Forum: Resolved for the next release
Topic: [2.1.9] Moving a train manually prevents script fast_replace from working
Replies: 1
Views: 111

[2.1.9] Moving a train manually prevents script fast_replace from working

What did you do?

1. Open a map with Quality mod enabled.
2. Place a locomotive on some track and build a station some distance in front of it.
3. Without moving it, select the locomotive and run the following command to replace it with a legendary locomotive:
/c local e = game.player.selected; e ...
by robot256
Thu Jul 02, 2026 3:33 am
Forum: Not a bug
Topic: [2.1.9] Using script to fast_replace locomotive drops item on ground
Replies: 2
Views: 88

[2.1.9] Using script to fast_replace locomotive drops item on ground

What did you do?

1. Open a map with Quality mod enabled.
2. Place a normal Locomotive.
3. Select it and run the following command:
/c local e = game.player.selected; e.surface.create_entity{name="locomotive", quality="legendary", position=e.position, orientation=e.orientation, force=e.force ...
by robot256
Thu Jul 02, 2026 3:10 am
Forum: Bug Reports
Topic: [2.1.9] Manually fast-replacing rolling stock with different entity does not snap
Replies: 0
Views: 77

[2.1.9] Manually fast-replacing rolling stock with different entity does not snap

What did you do?

1. Create a modded locomotive "New Locomotive" with the same fast_replaceable_group as the base locomotive. (See attached test mod)
2. Start a new game or open the attached save. Place a Locomotive on some track.
3. Pick up a "New Locomotive" item and attempt to place it on top ...
by robot256
Wed Jul 01, 2026 3:40 am
Forum: Resolved for the next release
Topic: [2.1.9] Loading Space Age without Recycler enabled, "Disable all mods" button does not fix the problem
Replies: 1
Views: 222

[2.1.9] Loading Space Age without Recycler enabled, "Disable all mods" button does not fix the problem

When syncing mods to an 2.0 save file, I forgot to check the Recycler box to keep it enabled. Upon starting the game, I saw the mod dependency error message saying that Space Age and Quality both require Recycler. Out of habit, I clicked "Disable All Mods". The game restarted and gave me the same ...
by robot256
Tue Jun 30, 2026 3:15 pm
Forum: Resolved for the next release
Topic: [2.1.9] Vehicle inventory bonus reset when teleported to another surface
Replies: 1
Views: 217

[2.1.9] Vehicle inventory bonus reset when teleported to another surface

What did you do?

1. Load the attached save in stock Space Age.
2. Observe the Tank has one Toolbelt equipment installed in its equipment grid, so its inventory is 90 slots instead of the usual 80. It is filled with 900 water barrels.
3. Run the displayed Code Snippet by selecting the Tank. It ...
by robot256
Mon Jun 29, 2026 1:01 pm
Forum: Documentation Improvement Requests
Topic: How are items sorted when recipe::sort_item_ingredients is false
Replies: 3
Views: 130

Re: How are items sorted when recipe::sort_item_ingredients is false

So they appear in the order they are listed in the prototype during data stage?
by robot256
Mon Jun 29, 2026 4:58 am
Forum: Duplicates
Topic: Platform-to-platform transfers blocked by residual zero qty fulfilled autoconstruction requests
Replies: 1
Views: 111

Re: Platform-to-platform transfers blocked by residual zero qty fulfilled autoconstruction requests

Seems like this is intended behavior. Satisfied construction requests only get cleared when you toggle the "automatic requests" checkbox or when the platform changes location.

Ref: viewtopic.php?t=134467
by robot256
Mon Jun 29, 2026 1:37 am
Forum: Modding discussion
Topic: power pole cable disconnect issue
Replies: 2
Views: 144

Re: power pole cable disconnect issue

The issue is that shift-clicking a pole removed script linked connections in addition to the visible wires? I'm not sure that's intended behavior. It is certainly unintuitive. Might be worth a bug report.

If I were to make a workaround for it, I might make a custom control linked to the "disconnect ...
by robot256
Sun Jun 28, 2026 10:08 pm
Forum: Assigned
Topic: [raiguard][2.1.8] Fluid is not shared evenly
Replies: 51
Views: 6682

Re: [raiguard][2.1.8] Fluid is not shared evenly

I like this idea a lot (making input only machines less greedy). It would put a little more thought back into the design of fluid systems. Pumps become very important when you want to "pressurize" high volume pipes. Plus it's just a prototype property change (I think).

The issue with storage tanks ...
by robot256
Sun Jun 28, 2026 10:02 pm
Forum: Not a bug
Topic: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts
Replies: 9
Views: 300

Re: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts




Then what is the purpose of worker robot stack size research affecting the cargo capacity of construction bots?
Deconstructing inventories and placing tiles.


Oh, it works for placing tiles? Interesting

If you don't mind me asking, is the reason that it doesn't work for entities because of ...
by robot256
Sun Jun 28, 2026 2:18 pm
Forum: Pending
Topic: Unknown key: "key-sequences.open-factoriopedia"
Replies: 3
Views: 137

Re: Unknown key: "key-sequences.open-factoriopedia"

I tried to replicate this and discovered that `game.print{"__CONTROL__open-factoriopedia__"}` does not in fact print the localized control. It does, however convert the echoed command to the desired control.

So I think you're right, there may be a mod that adds a [key-sequences] section with every ...
by robot256
Sun Jun 28, 2026 1:41 pm
Forum: Not a bug
Topic: [2.1.8] Ghost item requests in Cargo Wagon inventory not saved to undo stack
Replies: 2
Views: 172

[2.1.8] Ghost item requests in Cargo Wagon inventory not saved to undo stack

What did you do?

In Vanilla 2.1.8, build a cargo wagon and a locomotive.
Enter map mode and place an item ghost in the cargo wagon inventory, for example a stack of advanced circuits. In the locomotive, place a request for solid fuel.
Exit map mode and mine the wagon and the wagon (deconstructing ...
by robot256
Sun Jun 28, 2026 1:08 pm
Forum: Bug Reports
Topic: [2.1.8] Vehicle equipment grid not saved to undo stack
Replies: 0
Views: 85

[2.1.8] Vehicle equipment grid not saved to undo stack

What did you do?

Start a new game in Vanilla 2.1.8 and enable cheat mode.

Build a Tank and put fuel in it. Put any equipment in the grid.

With the blueprint tool, make a blueprint of the tank and place a copy of it.

Now right-click the first tank to mine it. Then Press CTRL-Z to undo the ...
by robot256
Sat Jun 27, 2026 3:50 am
Forum: Modding interface requests
Topic: Separate top_pivot_shift values for pump input and output
Replies: 0
Views: 59

Separate top_pivot_shift values for pump input and output

Request:

Add the ability to shift the pump's wagon connection arm top pivot point by different amounts for the pump input and output arms. This would be to match the existing ability to shift the BasePumpWagonConnectionAnimations differently for input and output. For example, change ...
by robot256
Sat Jun 27, 2026 3:12 am
Forum: Documentation Improvement Requests
Topic: [2.1.8] Clarify the meaning of PipeConnectionDefinition::alt_position, alt_direction
Replies: 0
Views: 66

[2.1.8] Clarify the meaning of PipeConnectionDefinition::alt_position, alt_direction

https://lua-api.factorio.com/latest/types/PipeConnectionDefinition.html#alt_position

When I first read about alt_position and alt_direction, I was very confused and thought it might be a way to move where the alt-mode arrows are drawn. The only hint that it is used for the diagonal directions of 8 ...
by robot256
Sat Jun 27, 2026 12:46 am
Forum: Resolved Problems and Bugs
Topic: [2.1.7] Crash using create_entity to fast_replace RollingStock with same quality (RailConnectionDirection check fails)
Replies: 5
Views: 486

Re: [2.1.7] Crash using create_entity to fast_replace RollingStock with same quality (RailConnectionDirection check fail

I also have a case where the call to create_entity with fast_replace=true doesn't error or crash, but it deletes the old locomotive without creating a new one. I don't have a good way to reproduce it yet though. Maybe it has to do with the rail joint spacing that you suggest. I know it has to do ...

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