Search found 47 matches
- Sun Jan 12, 2025 12:33 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
- Replies: 19
- Views: 5508
Re: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
Thank you very much, had so many deadlocks now! I thought I did something wrong.
- Wed Jan 08, 2025 8:23 pm
- Forum: Gameplay Help
- Topic: What are the different icons in the Space station hub
- Replies: 1
- Views: 295
What are the different icons in the Space station hub
So when you drop something from a Space station hub to a planet the icon in the drop slots can have three states:
'normal'
'completely orange'
'partly overlayed orange'
See the images below:
How are the three different? What is the meaning?
'normal'
'completely orange'
'partly overlayed orange'
See the images below:
How are the three different? What is the meaning?
- Mon Dec 23, 2024 10:10 pm
- Forum: Duplicates
- Topic: [2.0.28] Ticks in plot inside factoriopedia are double for the beacon transmission strength
- Replies: 1
- Views: 159
[2.0.28] Ticks in plot inside factoriopedia are double for the beacon transmission strength
What did you do?
Open the Factoriopedia, and go to the beacon page.
What happened?
The horizontal axis of the plot of the beacon transmission strength has 2 times the 'tick' 10:
ticks.png
This is also why the 'hover-over-lines' don't align properly (the tooltip says 9, but the value seems 9 ...
Open the Factoriopedia, and go to the beacon page.
What happened?
The horizontal axis of the plot of the beacon transmission strength has 2 times the 'tick' 10:
ticks.png
This is also why the 'hover-over-lines' don't align properly (the tooltip says 9, but the value seems 9 ...
- Wed Nov 13, 2024 9:34 pm
- Forum: Not a bug
- Topic: [kovarex] [2.0.12] Rocket automatically launched when not expected
- Replies: 9
- Views: 1685
Re: [kovarex] [2.0.12] Rocket automatically launched when not expected
I'm very curious how you then send some things 'manually'. Especially if you're building a new space-ship, doing it through request is awkward…
- Sun Nov 03, 2024 3:00 pm
- Forum: Duplicates
- Topic: [2.0.14] Automatic belt underground does not work properly
- Replies: 1
- Views: 197
[2.0.14] Automatic belt underground does not work properly
Some others also report problems with automatic belt dragging. I could not find an example where someone tried out all possibilities like I do here:
1. What did you do?
Tried dragging belt (triggering the automatic undergrounding behaviour)
2. What happened?
The going-under is created, but ...
1. What did you do?
Tried dragging belt (triggering the automatic undergrounding behaviour)
2. What happened?
The going-under is created, but ...
- Tue Oct 29, 2024 8:22 am
- Forum: Not a bug
- Topic: [kovarex] [2.0.12] Rocket automatically launched when not expected
- Replies: 9
- Views: 1685
Re: [2.0.12] Rocket automatically launched when not expected
I know unchecking that works, but that interrupts my other launches. To me it is strange that there is no way of sending to another platform without disabling requests. I would expect the ‘automatic requesting’ in the silo to do exactly that, not automatically fulfil request 

- Mon Oct 28, 2024 11:53 pm
- Forum: Not a bug
- Topic: [kovarex] [2.0.12] Rocket automatically launched when not expected
- Replies: 9
- Views: 1685
[kovarex] [2.0.12] Rocket automatically launched when not expected
This might be a bug, or maybe not and I'm missing something.
I have a rocket that I'm manually filling the inventory. I have the 'automatically filling requests from platforms' off ':
Screenshot 2024-10-29 at 00.28.03.png
I would expect that if I add materials to the rocket, it would not ...
I have a rocket that I'm manually filling the inventory. I have the 'automatically filling requests from platforms' off ':
Screenshot 2024-10-29 at 00.28.03.png
I would expect that if I add materials to the rocket, it would not ...
- Sun Oct 27, 2024 4:10 pm
- Forum: Not a bug
- Topic: [2.0.11] Research - Percentages not calculated properly
- Replies: 2
- Views: 246
[2.0.11] Research - Percentages not calculated properly
When queueing several research items the predicted percentages are comparing it to the current values rather than the future values.
Example :
for the physical projectile damage research 9 , the cannon shell damage goes from 420% to 520%:
9.png
Then I would expect physical projectile damage ...
Example :
for the physical projectile damage research 9 , the cannon shell damage goes from 420% to 520%:
9.png
Then I would expect physical projectile damage ...
- Tue Oct 22, 2024 11:25 pm
- Forum: Releases
- Topic: Version 2.0.9
- Replies: 15
- Views: 13306
Re: Version 2.0.9
The level of detail! nice! RIP filter inserterFixed that filter inserter was visible in technology icon for fast inserters.

- Tue Oct 15, 2024 9:25 pm
- Forum: Duplicates
- Topic: [1.1.110] Stuck inside flamethrower on construction
- Replies: 1
- Views: 280
[1.1.110] Stuck inside flamethrower on construction
1. I constructed a flamethrower.
2. When you're standing against the connecting pipes and on the edge of the about-to-be-made flame thrower, you can get stuck inside the pipe and flame thrower when you build the flamethrower.
3. I would expect that could not get stuck on something you build yourself ...
2. When you're standing against the connecting pipes and on the edge of the about-to-be-made flame thrower, you can get stuck inside the pipe and flame thrower when you build the flamethrower.
3. I would expect that could not get stuck on something you build yourself ...
- Mon Aug 19, 2024 9:03 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 52611
Re: Friday Facts #424 - Gleba Pentapod Enemies
I just noticed that in the first video, after watching it several times, that there is actually rain! Somehow I completely missed that! Would it influence the map?
- Fri Aug 02, 2024 8:34 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 30149
Re: Friday Facts #422 - Tesla Turret
Love the design, love the sound, love the arc-graphics!
I'm confused why the forking is delayed? It looks very strange? It is like the 'particle'-based laser turret we had before and then got updated to be an instantaneous beam…
I'm confused why the forking is delayed? It looks very strange? It is like the 'particle'-based laser turret we had before and then got updated to be an instantaneous beam…
- Fri Jul 19, 2024 12:33 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 32501
Re: Friday Facts #420 - Fusion Reactor
Looks very cool! Excited to use this!
Now that I see the chemical reactor on the space platform, i think it should have an alternate smoke animation. In space it would be more of straight diluting jet, rather than a structure that entrains external fluid (air), mixes, creating vortices and so on ...
Now that I see the chemical reactor on the space platform, i think it should have an alternate smoke animation. In space it would be more of straight diluting jet, rather than a structure that entrains external fluid (air), mixes, creating vortices and so on ...
- Sun Jun 30, 2024 12:34 am
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 33599
Re: Friday Facts #417 - Space Age development
And look at the reach of those legendary medium electric poles




- Fri Jun 28, 2024 2:01 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 33599
Re: Friday Facts #417 - Space Age development
https://cdn.factorio.com/assets/blog-sy ... -gleba.png
Top-left: is that a new water enemy or a tree in the water?
Top-left: is that a new water enemy or a tree in the water?
- Fri Jun 21, 2024 12:39 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 114962
Re: Friday Facts #416 - Fluids 2.0
For the people whining that the old one was more real: it wasn't, junctions were severely broken, nothing real about them whatsoever. And on large scale fluids were just annoying. I very much welcome the new mechanics!
—Signed by a fluid dynamicist
—Signed by a fluid dynamicist
- Fri Apr 26, 2024 7:11 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 39651
Re: Friday Facts #408 - Statistics improvements, Linux adventures
I second that the 5s option is not so useful, 10 or 15 would be more useful. Or have it at least remember the selected one.
Another thing related to statistics: it would be great if you press P while having an assembly machine dialog open, that it opens the production statistics page with the ...
Another thing related to statistics: it would be great if you press P while having an assembly machine dialog open, that it opens the production statistics page with the ...
- Fri Apr 12, 2024 6:20 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 44803
Re: Friday Facts #406 - Space Age Music
I love the new soundtracks! Really gave me Jesper Kyd (Hitman 1–4) vibes (electronic + orchestra) with a bit of Trent Reznor/Atticus Ross/Nine Inch Nails. Love it! Love it! Love it!
- Fri Mar 29, 2024 1:53 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 32273
Re: Friday Facts #404 - Frustration not found
I would love to see when you pipette ore, that by default you get the burner mining drill, but then it should change to an electric mining drill after your first crafted electric mining drill?
Thanks a lot for all the great updates.
Thanks a lot for all the great updates.
- Sat Mar 09, 2024 1:18 am
- Forum: Duplicates
- Topic: [1.1.104] Big power pole wire disappears when zooming in in radar-view
- Replies: 1
- Views: 500
[1.1.104] Big power pole wire disappears when zooming in in radar-view
1. Zooming in on vertically-placed big power pole wires (while in radar-view-mode).
2. The wire disappears.
3. I think it should stay visible.
4. Always, but only when the wire is (nearly) vertical, and the poles are at maximum extent.
5. In sandbox mode: place two big power pole vertically from ...
2. The wire disappears.
3. I think it should stay visible.
4. Always, but only when the wire is (nearly) vertical, and the poles are at maximum extent.
5. In sandbox mode: place two big power pole vertically from ...