In the new experimental 2.1.7, fluids are deleted from connected storage if a producer changes recipe.
See attached save for example (look at the fluid storage tank as the recipe automatically resets periodically).
- What did you do?
Clear a recipe by circuit control. In this case, it's the recipe ...
Search found 379 matches
- Tue Jun 23, 2026 10:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Fluids in connected storage deleted on recipe change
- Replies: 5
- Views: 1059
- Fri Jun 19, 2026 3:31 pm
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 28803
Re: Friday Facts #443 - More Planet Deliveries
Wow! These are getting even better every week, and that's not an easy bar to beat. Bravo!
One thing about the art I feel like is worth questioning, is the grunge/wear textures on the new refinery and assemblers. It feels just a bit too heavy, even for Factorio's grungy artstyle, compared to other ...
One thing about the art I feel like is worth questioning, is the grunge/wear textures on the new refinery and assemblers. It feels just a bit too heavy, even for Factorio's grungy artstyle, compared to other ...
- Mon Jun 15, 2026 9:17 pm
- Forum: Ideas and Suggestions
- Topic: Use recent OpenSSL that has no known CVEs
- Replies: 6
- Views: 515
Re: Use recent OpenSSL that has no known CVEs
If even one of them could actually be used as a plausible attack vector then it's worth looking into fixing. It doesn't necessarily sound like that is definitely the case but I don't know the details either.
Having said that, I would guess the developers already have looked at it to some degree and ...
Having said that, I would guess the developers already have looked at it to some degree and ...
- Fri Jun 12, 2026 12:30 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 385
- Views: 46298
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Very cool updates again! As usual, I am still a big fan of all the small details! The new rocks look so much nicer, even though the old graphics would have been totally okay!
Also very glad to finally see quality trains!
One thing I still continue to be surprised by, is how you did not realize how ...
Also very glad to finally see quality trains!
One thing I still continue to be surprised by, is how you did not realize how ...
- Fri Jun 05, 2026 1:11 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 21925
Re: Friday Facts #441 - Space logistics improvements
Well, I am very happy you delivered on perhaps the most notable troublesome part in Space Age. Back then, I thought it must be something you would continue working on, and I am certainly impressed with the results!
Also, when you have this many systems working together to support new developments ...
Also, when you have this many systems working together to support new developments ...
- Thu May 14, 2026 12:05 am
- Forum: General discussion
- Topic: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
- Replies: 15
- Views: 6387
Re: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
To quickly chime in: Alerts can be a problem, it is one of the bigger ones, but it does have an actual built-in solution. To disable alerts on damage taken (as opposed to entity destroyed), use this command:
/alerts disable entity_under_attack
This is not a cheat, it is a standard command, so it ...
/alerts disable entity_under_attack
This is not a cheat, it is a standard command, so it ...
- Sun Mar 15, 2026 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Show Battery levels of vehicles on hover.
- Replies: 1
- Views: 453
Re: Show Battery levels of vehicles on hover.
I kind of agree it would be quite useful. It is of similar importance to hit points and shield, yet it's hard to see at a glance. Another way to look at it, it's kind of like mana/magic points in fantasy games, which is often shown directly with the health bar.
Though, I'm not sure what exactly the ...
Though, I'm not sure what exactly the ...
- Sun Dec 21, 2025 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 2895
Re: Replace inserter with fast inserter
I'm not really in favor with the idea, but (civilized) discussion can be useful. The opening post doesn't seem like a thorough examination of the ramifications (everything from theoretical uses of inserters of any speed, to how their existence plays a role in more clearly guiding newer players, as ...
- Mon Dec 08, 2025 3:26 pm
- Forum: Implemented Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 50
- Views: 13592
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1
Seems like a highly useful feature for many modded games.
Also worth thinking about is a feature to highlight or somehow clearly differentiate researched VS unresearched entries. Both are similar ideas but IMHO both worth including. For a topic specifically about this second idea, see https ...
Seems like a highly useful feature for many modded games.
Also worth thinking about is a feature to highlight or somehow clearly differentiate researched VS unresearched entries. Both are similar ideas but IMHO both worth including. For a topic specifically about this second idea, see https ...
- Sun Dec 07, 2025 8:53 pm
- Forum: Implemented Suggestions
- Topic: QoL: highlight factoriopedia recipes that are (un)locked
- Replies: 3
- Views: 819
Re: QoL: highlight factoriopedia recipes that are (un)locked
+1
Either this, or the ability to hide unresearched entries, or both. Preferably both.
Either this, or the ability to hide unresearched entries, or both. Preferably both.
- Thu Oct 30, 2025 2:19 am
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 1288
Re: on_player_banned nil player_index
I’ve found when comments like that exist, people take them to mean “this is the *only* time this happens” when that isn’t guaranteed.
I imagine that if it's worded like "for example..." then people will not assume that the examples shown are an exhaustive list of possible scenarios (at least I ...
- Wed Oct 22, 2025 9:18 am
- Forum: Balancing
- Topic: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
- Replies: 7
- Views: 2464
Re: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
Can happen due to pure chance, AFAIK there is no check to prevent this (though it's probably not impossible to beat).
If you still get problems after generating 30-50 seeds, then there might be something for real but not until then.
If you still get problems after generating 30-50 seeds, then there might be something for real but not until then.
- Thu Oct 16, 2025 4:22 am
- Forum: Gameplay Help
- Topic: Artillery cleaning all chunks -> no more enemy?
- Replies: 5
- Views: 1464
Re: Artillery cleaning all chunks -> no more enemy?
It does seem very much intended. It can happen on Nauvis too technically, but usually you have to do that deliberately. The main difficulty in normal play is distinguishing between unexplored and ungenerated chunks, but the debug setting makes for a decent way to check for it outside of editor mode ...
- Thu Sep 18, 2025 7:45 am
- Forum: Technical Help
- Topic: Victory not achieved when reached Solar System Edge
- Replies: 5
- Views: 3099
Re: Victory not achieved when reached Solar System Edge
The player does not need to be present. At least, not back in December when I got the win, and I really doubt they would have changed it.
the End game achievement was not triggered.
If you're speaking specifically of the achievement, and since you were playing on a server: It's required that ...
the End game achievement was not triggered.
If you're speaking specifically of the achievement, and since you were playing on a server: It's required that ...
- Thu Sep 11, 2025 3:03 pm
- Forum: Gameplay Help
- Topic: Quality seeds
- Replies: 4
- Views: 1795
Re: Quality seeds
I do think the easiest thing by far is to just burn them. They're barely useful.
- Mon Aug 18, 2025 5:45 pm
- Forum: General discussion
- Topic: People who have just one save file...why?
- Replies: 34
- Views: 8426
Re: People who have just one save file...why?
I was taught to keep progressive saves of newer versions, just in case the newest save gets ruined somehow. It takes a bit more space, and eventually you might have to clean up and go delete some old ones, but I find it is very worthwhile. I think my Space Exploration playthrough saves ended up ...
- Mon Aug 04, 2025 6:34 pm
- Forum: Releases
- Topic: Version 2.0.63
- Replies: 3
- Views: 25336
Re: Version 2.0.63
Impressive pace indeed. Thanks again!
- Fri Aug 01, 2025 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.61] Belt building broken with smart belt building disabled.
- Replies: 4
- Views: 1983
Re: [2.0.61] Belt building broken with smart belt building disabled.
I ran into this as well. Needless to say, I consider it a bug.
- Wed Jul 30, 2025 8:33 pm
- Forum: General discussion
- Topic: [SA] Only research and biter eggs on Nauvis?
- Replies: 13
- Views: 4628
Re: [SA] Only research and biter eggs on Nauvis?
I've seen bases where people make a small island on a lake, with a landing pad, power infra, nests for eggs and then just labs. It's so small it can fit on a lake pretty comfortably and works extra well if you can find an island somewhere with uranium ore on it. It's a pretty cool concept, though I ...
- Mon Jul 28, 2025 6:15 pm
- Forum: Gameplay Help
- Topic: How to get rid of item less than 100% health?
- Replies: 21
- Views: 6070
Re: How to get rid of item less than 100% health?
I've had this happen on Gleba, when buildings being super force deconstructed took damage from Boompuffs. It just so happened the Boompuffs got deconstructed first, dealing damage to nearby entities that then got removed afterwards before any other bots had time to repair them, thus placing damaged ...