Search found 76 matches
- Mon May 12, 2025 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.48] Biter nest dont count as blocked for inserters
- Replies: 10
- Views: 1934
Re: [2.0.48] Biter nest dont count as blocked for inserters
I think that the reported bug is not in step 4 (the bioflux spoils) but in step 3 (the inserter tries to put bioflux in the uncaptured nest when it can not).
- Mon May 12, 2025 11:30 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
- Replies: 6
- Views: 3334
Re: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
follow-up on Case 1 and 2: 128715
- Mon May 12, 2025 11:30 am
- Forum: Assigned
- Topic: [kovarex] [2.0.48] Smart belt dragging opposed belt over curve breaks curve
- Replies: 0
- Views: 585
[kovarex] [2.0.48] Smart belt dragging opposed belt over curve breaks curve
This is a follow-up for the last two rows in Case 1 in 126645 .
The first row in the image below is the starting setup for the bug.
For the second row, I dragged west-facing belt from the east (loader) to the west.
For the third row, I dragged west-facing belt from the west (loader) to the east ...
The first row in the image below is the starting setup for the bug.
For the second row, I dragged west-facing belt from the east (loader) to the west.
For the third row, I dragged west-facing belt from the west (loader) to the east ...
- Wed Apr 16, 2025 6:14 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 72768
Re: Version 2.0.45
As spectator, I've always felt the map creation settings speedrunners chose as "cheating". They're running a challenge, no question, but they're easing up the game and playing just a part of it, not the full game. A 100% speedrun without having to actually deal with enemies isn't really 100%, isn ...
- Mon Apr 14, 2025 10:37 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 72768
Re: Version 2.0.45
Adding to the achievements discussion: please keep in mind that the run durations mentioned by AntiElitz are those of quite experienced runners, familiar with the category and layout of the run. For newer players (either to Factorio speed running in general or to this category) those effects would ...
- Sat Apr 12, 2025 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
- Replies: 14
- Views: 3158
Re: [2.0.44] Signals in Single combinator can no longer over or underflow
+1 for "reverting" to old behavior, at least for the circuit network case. I (and I imagine everyone else) are perfectly okay with the clamping for things like sums of logistics groups in requester chests or when reading from a miner set to "read patch", as in those cases it just makes more sense ...
- Thu Feb 06, 2025 11:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
- Replies: 6
- Views: 3334
[Kovarex] [2.0.34] Smart belt dragging over belt curve fails
I have come across some more smart belt bugs.
Since there are currently quite some bugs reports concerning smart belts, I was wondering what is currently the best way I should report those bugs:
- file one new report with all "new" bugs I can find (like I did here)
- file a new report for each ...
Since there are currently quite some bugs reports concerning smart belts, I was wondering what is currently the best way I should report those bugs:
- file one new report with all "new" bugs I can find (like I did here)
- file a new report for each ...
- Fri Oct 25, 2024 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Blueprint parameters in trainstation names not using Signal icons
- Replies: 9
- Views: 3155
Re: [kovarex] Blueprint parameters in trainstation names not using Signal icons
I'm on 2.0.10 and it doesn't seem to be fixed yet.
- Thu Oct 24, 2024 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Custom minimal payload for auto request missing construction materials
- Replies: 7
- Views: 3089
Custom minimal payload for auto request missing construction materials
TLDR:
Add setting for custom minimal payload for the auto requests on space platforms.
When setting a space platform to auto request missing construction materials, only full stacks get delivered to the platform, which in some cases is really annoying. Eg. I'd like to just paste a new platform ...
Add setting for custom minimal payload for the auto requests on space platforms.
When setting a space platform to auto request missing construction materials, only full stacks get delivered to the platform, which in some cases is really annoying. Eg. I'd like to just paste a new platform ...
- Mon Jun 24, 2024 2:38 pm
- Forum: Not a bug
- Topic: [1.1.109] Inserter tooltip reports incorrect hand stack size
- Replies: 4
- Views: 1173
Re: [1.1.109] Inserter tooltip reports incorrect hand stack size
That is just not true.
You can still see the content of chests, inserters' hands, belts as well as recipes of other forces, the list probably goes on. And you don't get any of this if you build it yourself (you get the recipe if copying but certainly no items).
And since the inserter bonus is the ...
You can still see the content of chests, inserters' hands, belts as well as recipes of other forces, the list probably goes on. And you don't get any of this if you build it yourself (you get the recipe if copying but certainly no items).
And since the inserter bonus is the ...
- Fri Apr 05, 2024 11:58 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 44701
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Faster subsequent rocket launches = nope
- if you make the expansion such way that more rockets is needed, then rather add new tech, more tonnage ( item capacity) technology to research.
- start of a rocket should stay a precious moment, always. Do not add inflation, rather make it even more ...
- Fri Apr 05, 2024 11:20 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 44701
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
With the first and second iteration, you could see where each of the items in a network currently are. This information can be really valuable in some circumstances (like when changing some part of the base but forgetting to remove one single request).
I think it would be a really nice if there was ...
I think it would be a really nice if there was ...
- Wed Mar 27, 2024 9:58 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Update failed: changelog-switch.txt has unexpected content
- Replies: 6
- Views: 2454
[1.1.104] Update failed: changelog-switch.txt has unexpected content
I tried to update from 1.1.104 for 1.1.106 but got the message
Update failed: Checking update packages failed: File D:/Factorio/Factorio normal/data/changelog-switch.txt has unexpected content
Restarting the game doesn't change this.
I added the logs of both game sessions and the mentioned file.
Update failed: Checking update packages failed: File D:/Factorio/Factorio normal/data/changelog-switch.txt has unexpected content
Restarting the game doesn't change this.
I added the logs of both game sessions and the mentioned file.
- Fri Nov 10, 2023 8:24 am
- Forum: Not a bug
- Topic: [Linux] GLSL Not supported error
- Replies: 12
- Views: 2754
Re: [Linux] GLSL Not supported error
There are adapters from DVI to HDMI/VGA for about $5-15 if that would help.
- Mon Oct 23, 2023 11:19 pm
- Forum: Duplicates
- Topic: [1.1.91] construction bots struggle with landfill
- Replies: 3
- Views: 1894
Re: [1.1.91] construction bots struggle with landfill
Remove the more than 1 million (!!!) ghosted landfill south of the west solar field and north of the east solar field and bots will work again.
The game has to iterate over all ghost tiles and doing so with 1 million takes so long (I guess 1 per tick if they are out of roboport range, so almost 2 ...
The game has to iterate over all ghost tiles and doing so with 1 million takes so long (I guess 1 per tick if they are out of roboport range, so almost 2 ...
- Wed May 17, 2023 11:16 am
- Forum: Technical Help
- Topic: Start replay from command line.
- Replies: 0
- Views: 649
Start replay from command line.
Is it possible to start a replay from the command line (and set the simulation speed to 64)?
It would be really helpful for me as I'm trying to automatically get some information out of replays.
It would be really helpful for me as I'm trying to automatically get some information out of replays.
- Sun Apr 30, 2023 3:44 pm
- Forum: 1 / 0 magic
- Topic: [Kovarex] [1.1.81] Crash on replay "Error InventoryGuiSlot.cpp:223: No itemstack found"
- Replies: 2
- Views: 1355
Re: [1.1.81] Crash on replay "Error InventoryGuiSlot.cpp:223: No itemstack found"
video of the run itself for reference:
https://www.twitch.tv/videos/1806102513
https://www.twitch.tv/videos/1806102513
- Fri Feb 17, 2023 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 4683
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
The worst case could be that you blueprint assemblers with module type A in them but the recipe need module type B. Now it becomes a race between bots and inserters which basically rely on the randomness of which entities are placed first. So you could mess up ratios, consume way more power for ...
- Fri Feb 17, 2023 9:33 am
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 4683
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
Kind of sounds more like a suggestion and not a bug.
Also, I sounds like a really bad idea to insert modules into the module slots of assemblers AT ALL.
There would then be modules in assemblers which are not supposed to have any.
The worst case could be that you blueprint assemblers with module ...
Also, I sounds like a really bad idea to insert modules into the module slots of assemblers AT ALL.
There would then be modules in assemblers which are not supposed to have any.
The worst case could be that you blueprint assemblers with module ...
- Fri Dec 02, 2022 11:21 am
- Forum: Not a bug
- Topic: [1.1.73] latest experimental headless link is not updated
- Replies: 4
- Views: 1676
Re: [1.1.73] latest experimental headless link is not updated
Now it also works for me...
I will check again once a new update is released.
I will check again once a new update is released.