Search found 16615 matches
- 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.
- 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 ...
- 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 ...
- 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 ...
All of the fixes combined mean for 2.1 they will now ...
- 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 ...
Neither are related to anything mods are doing. One is updating transport belts and the other is a crafting machine finishing crafting.
All of ...
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 ...
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 ...
- Wed Mar 04, 2026 8:10 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
Can you upload the save file you're using?
- 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 ...
- Tue Mar 03, 2026 8:14 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
How can I reproduce this?
- 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.
There are no plans to sort based off anything else.
- 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.
- Sun Mar 01, 2026 6:29 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] Crash if 2 people delete same blueprint book (GuiContext::send)
- Replies: 1
- Views: 164
Re: [2.0.73] Crash if 2 people delete same blueprint book (GuiContext::send)
Thanks for the report. This is now fixed for 2.1.
- 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.
- 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.
- 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.