Search found 629 matches
- Thu Aug 06, 2026 2:55 pm
- Forum: Assigned
- Topic: [Kovarex] [2.0.66] Dragging over splitter creates an UG belt when dragging backwards before
- Replies: 0
- Views: 236
- Wed Aug 05, 2026 2:04 pm
- Forum: Implemented Suggestions
- Topic: Asteroid damage should scale with ship speed
- Replies: 8
- Views: 1455
Re: Asteroid damage should scale with ship speed
Pogchamp! Thank you so much 
- Thu Jul 16, 2026 11:02 pm
- Forum: Minor issues
- Topic: [2.0.73] Poles do not connect when dragging partially blocked by moving player.
- Replies: 3
- Views: 629
Re: [2.0.73] Poles do not connect when dragging partially blocked by moving player.
There seem to be quite a bit of valid positions when I drag that pole line it's not that it's constantly blocked. Only when its blocked at the times if wants to place on max range and its gets block in that moment it will fail. EG this never gets blocked in the entire sequence. It's only the last ...
- Thu Jul 16, 2026 10:52 pm
- Forum: Bug Reports
- Topic: [2.0.72] Relative Tile PB not dragging correctly when not starting drag on a placing field
- Replies: 3
- Views: 773
Re: [2.0.72] Relative Tile PB not dragging correctly when not starting drag on a placing field
Yes. It only work if you start dragging on a tile where it actually places something.
- Tue Jul 07, 2026 9:07 pm
- Forum: Implemented Suggestions
- Topic: Remove manual z-drop feeding into inserter hands
- Replies: 9
- Views: 792
Re: Remove manual z-drop feeding into inserter hands
awesome! If I knew this was not an intended change, I would have pointed it out much earlier haha. That change really gave me a hard time! 
- Tue Jul 07, 2026 8:33 pm
- Forum: Implemented Suggestions
- Topic: Remove manual z-drop feeding into inserter hands
- Replies: 9
- Views: 792
Re: Remove manual feeding into inserter hands
I think I'm missing something. Trying to reproduce what you're describing and nothing happens - in no case does ctrl + clicking the inserter move things into the inserter hand.
If I *open* the inserter and ctrl + click the item in my inventory it will put it into the hand - but that takes a lot ...
- Tue Jul 07, 2026 3:13 pm
- Forum: Implemented Suggestions
- Topic: Remove manual z-drop feeding into inserter hands
- Replies: 9
- Views: 792
Remove manual z-drop feeding into inserter hands
Since Factorio 2.0, you can feed any item directly into an inserter hand by z-dropping over it with an item in hand.
Please remove this behavior.
I have tried to give this feature a fair chance for almost two years now, but it still feels terrible in practice. When manually z-dropping items into ...
Please remove this behavior.
I have tried to give this feature a fair chance for almost two years now, but it still feels terrible in practice. When manually z-dropping items into ...
- Sun Jul 05, 2026 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Have rail signals detect locomotive and wagon ghosts
- Replies: 14
- Views: 814
Re: Have rail signals detect locomotive and wagon ghosts
Agree with op. Trains going over ghost that are currently being build make everything super whacky
- Wed Jul 01, 2026 6:08 pm
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 66
- Views: 19724
Re: [raiguard][2.1.8] Fluid is not shared evenly
That all entities draw fluids equally was fixign a lot of things in 2.0 and was one of the best features. I don't liek that beeing goen either. IMO all entities shall draw inputs equally from the entire fluid network (not just the close pipe) to also avoid fluid throughput issues.
- Wed Jul 01, 2026 10:46 am
- Forum: Implemented Suggestions
- Topic: Asteroid damage should scale with ship speed
- Replies: 8
- Views: 1455
Asteroid damage should scale with ship speed
I really dislike the new asteroid system in 2.1.
Whenever my ship has a problem and stops in a planet orbit, it can get completely wrecked by incoming asteroids very quickly. In 2.0, standing still was much safer because asteroids barely did damage, so you had time to fix issues during travel or ...
Whenever my ship has a problem and stops in a planet orbit, it can get completely wrecked by incoming asteroids very quickly. In 2.0, standing still was much safer because asteroids barely did damage, so you had time to fix issues during travel or ...
- Wed Jul 01, 2026 10:42 am
- Forum: Ideas and Suggestions
- Topic: Minimum payload should count for mixed rockets also
- Replies: 15
- Views: 2350
Minimum payload should count for mixed rockets also
TL;DR:
If custom minimum payload is enabled, mixed rockets should also respect it.
The new automatic payload behavior makes sense to me in general. If no custom minimum payload is set, rockets can dynamically fill remaining capacity with the most requested item.
This applies to both mixed and ...
If custom minimum payload is enabled, mixed rockets should also respect it.
The new automatic payload behavior makes sense to me in general. If no custom minimum payload is set, rockets can dynamically fill remaining capacity with the most requested item.
This applies to both mixed and ...
- Wed Jun 17, 2026 7:50 pm
- Forum: Pending
- Topic: [Lou][2.0.77] Train disconnected after force printing
- Replies: 2
- Views: 360
Re: [Lou][2.0.77] Train disconnected after force printing
This is the only case I am aware of. If it's already fixed for 2.1, that is great!
- Wed Jun 17, 2026 7:48 pm
- Forum: Implemented Suggestions
- Topic: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
- Replies: 14
- Views: 10170
- Tue Jun 16, 2026 6:16 pm
- Forum: Pending
- Topic: [Lou][2.0.77] Train disconnected after force printing
- Replies: 2
- Views: 360
- Wed Jun 10, 2026 5:57 pm
- Forum: Won't fix.
- Topic: [2.0.77] Broken Fulgora Generation
- Replies: 1
- Views: 552
[2.0.77] Broken Fulgora Generation
Fulgora Map gen is broken here
Map Exchange String
>>>eNp1Us1rE0EUn7EN/dYgUaiU2kNPQkpbPymSWQUVkf4N62QzG4dudtPZmWgVdA8VQRTPerFXK/TmwVugIAoKRU/eKnrwoFJR1INQZ3Z2NttNfeFN3r7fe7/3MbMHADAvFYwV8aKgXmA7TNSIHVAPgLZltM ...
Map Exchange String
>>>eNp1Us1rE0EUn7EN/dYgUaiU2kNPQkpbPymSWQUVkf4N62QzG4dudtPZmWgVdA8VQRTPerFXK/TmwVugIAoKRU/eKnrwoFJR1INQZ3Z2NttNfeFN3r7fe7/3MbMHADAvFYwV8aKgXmA7TNSIHVAPgLZltM ...
- Tue Mar 31, 2026 11:56 am
- Forum: Pending
- Topic: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
- Replies: 6
- Views: 1308
Re: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
Nice find, I didn't realize this.
So figured the blueprint is the root cause. When I print it down it is already missing at that corner (even though concrete and ice platforms are not part of the blueprint). However if the car is removed from the blueprint it's working just fine. This is probably ...
So figured the blueprint is the root cause. When I print it down it is already missing at that corner (even though concrete and ice platforms are not part of the blueprint). However if the car is removed from the blueprint it's working just fine. This is probably ...
- Sun Mar 29, 2026 10:13 pm
- Forum: Pending
- Topic: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
- Replies: 6
- Views: 1308
Re: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
I ran into the same bug today.
Here is a savegame with exactly the moment where it happens.
Here is a savegame with exactly the moment where it happens.
- Tue Mar 03, 2026 3:06 pm
- Forum: Duplicates
- Topic: [2.0.76] Decon X on empty slot
- Replies: 2
- Views: 803
[2.0.76] Decon X on empty slot
X on Nothing.
Savegame attached
Savegame attached
- Fri Feb 20, 2026 9:54 pm
- Forum: Implemented mod requests
- Topic: Enabling scripted saves in replay mode
- Replies: 6
- Views: 1614
Re: Enabling scripted saves in replay mode
I agree. That would be really helpful fo rme, too
- Thu Feb 19, 2026 12:08 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.75] UG Belt building reversed after changing belt direction.
- Replies: 0
- Views: 652