Search found 9 matches
- Sat Feb 14, 2026 6:10 pm
- Forum: Not a bug
- Topic: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
- Replies: 5
- Views: 557
Re: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
Thanks very much... now to go use a different method.
- Sat Feb 14, 2026 4:56 pm
- Forum: Not a bug
- Topic: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
- Replies: 5
- Views: 557
Re: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
Attached is two of the cubedlowdensitystructure.zip files (I attempted to trim down empty folders with the second one), and a link to the github repository https://github.com/Tesseractcubed/cubedlowdensitystructure/tree/main . It's just two lines in data.updates... The issue is occuring with either ...
- Sat Feb 14, 2026 8:19 am
- Forum: Not a bug
- Topic: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
- Replies: 5
- Views: 557
[2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
What happened:
Attempting to start a ghost elevated rail or elevated rail from any elevated rail element that isn't the high end of the ramps results in an X. Pressing the change rail layer button doesn't change the result. Video of issue attached.
Issue is repeatable*** and persists across ...
Attempting to start a ghost elevated rail or elevated rail from any elevated rail element that isn't the high end of the ramps results in an X. Pressing the change rail layer button doesn't change the result. Video of issue attached.
Issue is repeatable*** and persists across ...
- Sat Jan 10, 2026 5:40 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Default key binds unexpectedly changed (one time)
- Replies: 1
- Views: 336
[2.0.72] Default key binds unexpectedly changed (one time)
Factorio with Space Age, lightly modded.
I had a one time issue occur: after launching the game, I attempted to copy paste using the typical keybinds, and they weren't working (Not sure if I had copy pasted prior and it was working, or if this was the first time on this loading of the game ...
I had a one time issue occur: after launching the game, I attempted to copy paste using the typical keybinds, and they weren't working (Not sure if I had copy pasted prior and it was working, or if this was the first time on this loading of the game ...
- Mon Dec 30, 2024 8:40 am
- Forum: Minor issues
- Topic: [2.0.14] Player can get stuck between Train and map edge
- Replies: 4
- Views: 1702
Re: [2.0.14] Player can get stuck between Train and map edge
I had this issue also pop up, and I'd like to report a couple findings of digging around.
This issue appears related to 118380 , as the position of the player bounding box appears to no longer be able to move as far into the out of map tile. This behavior also appears loosely related to the ...
This issue appears related to 118380 , as the position of the player bounding box appears to no longer be able to move as far into the out of map tile. This behavior also appears loosely related to the ...
- Mon Dec 30, 2024 7:48 am
- Forum: Won't fix.
- Topic: [2.0.21] Limited starting resources for Vulcanus ribbon world
- Replies: 5
- Views: 3109
Re: [2.0.21] Limited starting resources for Vulcanus ribbon world
I'm doing a ribbonworld at 32 tiles tall, and I will have to go numerous thousands of tiles on the planets beside Nauvis to get resources. Checking in the map generator as well as using commands to reveal the worlds helped me; ribbon worlds are special sometimes.
Personally, I will be going to ...
Personally, I will be going to ...
- Sat Oct 26, 2024 1:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] 2.0.10 Ribbonworld Nauvis Cliffs Appear Excessive
- Replies: 1
- Views: 1970
[Genhis] 2.0.10 Ribbonworld Nauvis Cliffs Appear Excessive
I was looking at starting a Ribbonworld in 2.0, and looking at the map preview, cliffs appear to saturate the area due to the water scale. Nauvis is especially saturated with cliffs; Gleba and Fulgora appear to have less change, if any significant change, to cliffs. This behavior is seen is the ...
- Tue Jan 09, 2024 6:02 am
- Forum: Modding help
- Topic: Mod Tutorial Folder Usage??
- Replies: 1
- Views: 785
Mod Tutorial Folder Usage??
As an introduction to modding, I'm looking through others code to see how some optional subfolders from the https://wiki.factorio.com/Tutorial:Mod_structure page work, and I cannot seem to find any use for the tutorials subfolder.
What does this folder do, specifically? genericmod/prototypes/tips ...
What does this folder do, specifically? genericmod/prototypes/tips ...
- Tue Jan 10, 2023 5:22 am
- Forum: Questions, reviews and ratings
- Topic: Angel+bob mod packs: making advanced features more compelling
- Replies: 1
- Views: 2074
Re: Angel+bob mod packs: making advanced features more compelling
A couple notes:
From skimming the GitHub repository, the Angel's team is making a few continuing changes. Alien Artifacts are being reworked, and they are also putting in more effort to the Tech and Component overhauls from Angel's Industries.
If you want to force Nuclear Power and Alien Life to ...
From skimming the GitHub repository, the Angel's team is making a few continuing changes. Alien Artifacts are being reworked, and they are also putting in more effort to the Tech and Component overhauls from Angel's Industries.
If you want to force Nuclear Power and Alien Life to ...