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by Rseding91
Fri Mar 06, 2026 8:05 pm
Forum: Not a bug
Topic: [2.0.73] Ghost buildings do not show updated energy consumption with modules
Replies: 1
Views: 63

Re: [2.0.73] Ghost buildings do not show updated energy consumption with modules

Thanks for the report however this is correct. Ghost modules do not do anything with tooltips.
by Rseding91
Fri Mar 06, 2026 2:12 pm
Forum: Bug Reports
Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
Replies: 11
Views: 550

Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time


Hello,
Rseding, I don't remember exact details, but there is a non-game state variable somewhere (probably on SpacePlatform, or Hub), which accumulates space background offset as platform travels. Since the plaform visually always travels up, the offset always just grows. It's not saved in order ...
by Rseding91
Fri Mar 06, 2026 1:27 pm
Forum: Modding interface requests
Topic: [2.0.76] Could sprite and animation prototypes be added to prototypes?
Replies: 2
Views: 101

Re: [2.0.76] Could sprite and animation prototypes be added to prototypes?


What fields would even be on the LuaPrototypes? Graphics definitions aren't readable an other other prototype.

On the other hand, we need a is_valid_animation_path to match the is_valid_sprite_path because we can't currently validate random strings as valid animations. (Validating data from ...
by Rseding91
Fri Mar 06, 2026 11:31 am
Forum: Fixed for 2.1
Topic: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
Replies: 12
Views: 8596

Re: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%

I spent some time on this recently and found a few more issues with railguns where increasing the shooting speed through research could actually make them shoot slower for a few levels. That, and making them animate faster as research is done.

All of the fixes combined mean for 2.1 they will now ...
by Rseding91
Thu Mar 05, 2026 10:33 pm
Forum: 1 / 0 magic
Topic: [2.0.73] Crash with full Pyanodon's suite
Replies: 2
Views: 82

Re: [2.0.73] Crash with full Pyanodon's suite

Thanks for the report however the two crashes are unrelated and in places that execute hundreds to thousands to tens of thousands of times per game tick.

Neither are related to anything mods are doing. One is updating transport belts and the other is a crafting machine finishing crafting.

All of ...
by Rseding91
Thu Mar 05, 2026 8:20 pm
Forum: Pending
Topic: [2.0.73] Demolisher kill not registered
Replies: 2
Views: 213

Re: [2.0.73] Demolisher kill not registered

Thanks for the report however without a way to reproduce this there's no way for us to know what happened.
by Rseding91
Thu Mar 05, 2026 7:32 pm
Forum: Bug Reports
Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
Replies: 11
Views: 550

Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time

Is there anything I need to do? The platform is currently paused when I load it.
by Rseding91
Thu Mar 05, 2026 7:06 pm
Forum: Implemented mod requests
Topic: Add ammo-category option to elem_type for choose-elem-button
Replies: 1
Views: 121

Re: Add ammo-category option to elem_type for choose-elem-button

Ok, I've added airborne-pollutant, ammo-category, quality, shortcut, space-connection, surface, and virtual-signal to choose elem types for 2.1.
by Rseding91
Thu Mar 05, 2026 2:45 pm
Forum: Minor issues
Topic: [2.0.73] Building walls in places that should be blocked by spidertron legs
Replies: 1
Views: 91

Re: [2.0.73] Building walls in places that should be blocked by spidertron legs

Thanks for the report. This is due to the wall bonding box changing when other walls are built nearby. It's something we've struggled with over the entire life of Factorio and we still have no answer for this that doesn't involve a lot of performance overhead and complexity.
by Rseding91
Thu Mar 05, 2026 1:47 pm
Forum: Fixed for 2.1
Topic: Add new surface locations to /evolution command
Replies: 2
Views: 141

Re: Add new surface locations to /evolution command

This was a bug with the evolution command which didn't use the localised name from the planet directly but always tried to use "space-location-name.*planet-name*". It's now fixed for 2.1.
by Rseding91
Thu Mar 05, 2026 7:44 am
Forum: Pending
Topic: [2.0.76] Quality Recipe Selection Selects on Mouse Up, Unlike all Other UI Elements
Replies: 2
Views: 134

Re: [2.0.76] Quality Recipe Selection Selects on Mouse Up, Unlike all Other UI Elements

Thanks for the report however in what way is this causing issues?

The game in the majority of GUI cases tries to react to events on key up, however for technical reasons that wasn’t viable for craft and inventory related actions (shift click and such). The fact that the quality picker works fine on ...
by Rseding91
Wed Mar 04, 2026 3:38 pm
Forum: Not a bug
Topic: [2.0.73] Multiple robot requests into a roboport are bugged
Replies: 2
Views: 133

Re: [2.0.73] Multiple robot requests into a roboport are bugged

Thanks for the report however this is working correctly. The requests are processed in left->right order with space for each request reserved. So by having 2x requests it makes space for 100 rare logistic robots (2 slots), 100 rare construction robots (2 slots), 100 uncommon logistic robots (2 slots ...
by Rseding91
Tue Mar 03, 2026 6:46 pm
Forum: Not a bug
Topic: [2.0.76] Strings containing rich text icons are sorted incorrectly in English and non-English localisations
Replies: 4
Views: 218

Re: [2.0.76] Strings containing rich text icons are sorted incorrectly in English and non-English localisations

Yes, this is not a bug. We do not sort based off rich text rendering but always sort based off lexgographical ordering (sometimes ignoring case).

There are no plans to sort based off anything else.
by Rseding91
Mon Mar 02, 2026 3:08 pm
Forum: Not a bug
Topic: [2.0.76] Inconsistency with Fluoroketone labeling
Replies: 2
Views: 152

Re: [2.0.76] Inconsistency with Fluoroketone labeling

Thanks for the report however this is working correctly. The recipes that have a temperature require that exact temperature of the fluid. The recipes that don't, do not.
by Rseding91
Thu Feb 26, 2026 11:36 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Spidertron path loses points when clicking on entities
Replies: 2
Views: 294

Re: [2.0.76] Spidertron path loses points when clicking on entities

Thanks for the report. This is now fixed for 2.1.
by Rseding91
Thu Feb 26, 2026 4:56 pm
Forum: Fixed for 2.1
Topic: Factoriopedia can't be opened by ALT-clicking on ghost items
Replies: 1
Views: 183

Re: Factoriopedia can't be opened by ALT-clicking on ghost items

Thanks for the report. This is now fixed for 2.1.
by Rseding91
Thu Feb 26, 2026 4:38 pm
Forum: Implemented mod requests
Topic: A event for when a player changes their color
Replies: 1
Views: 273

Re: A event for when a player changes their color

Ok, I've added on_player_color_changed for 2.1.

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