Search found 16622 matches
- Tue Mar 03, 2026 8:14 pm
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 892
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: 271
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: 182
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: 203
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: 313
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: 205
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: 285
Re: A event for when a player changes their color
Ok, I've added on_player_color_changed for 2.1.
- Thu Feb 26, 2026 1:04 am
- Forum: Not a bug
- Topic: [2.0.73] LuaGuiElement "scroll-pane" with style "deep_scroll_pane" incorrectly renders scrollbar
- Replies: 1
- Views: 123
Re: [2.0.73] LuaGuiElement "scroll-pane" with style "deep_scroll_pane" incorrectly renders scrollbar
Thanks for the report however this is not a bug. That style specifically has “scrollbars_go_outside = true” which does exactly what it says.
- Wed Feb 25, 2026 8:36 pm
- Forum: Ideas and Suggestions
- Topic: Configure mods in save without reload the game
- Replies: 4
- Views: 339
Re: Configure mods in save without reload the game
I think you're missing something here. Just click "sync mods" and then pick the mods from that GUI that you want enabled/disabled and click confirm. It will be 1 restart and you then just load the save and play.
- Wed Feb 25, 2026 8:25 pm
- Forum: Fixed for 2.1
- Topic: [Pard] [2.0.47] item marked as hidden doesn't show under ingredients
- Replies: 3
- Views: 726
Re: [Pard] [2.0.47] item marked as hidden doesn't show under ingredients
This has been changed in 2.1 so ingredients for recipes will always show.
- Wed Feb 25, 2026 7:41 pm
- Forum: Bug Reports
- Topic: [2.0.73] Crash at random only on Windows laptop
- Replies: 3
- Views: 266
Re: [2.0.73] Crash at random only on Windows laptop
It's crashing in the graphics driver when trying to draw some part of the game. Did you mean to force it to run with OpenGL instead of directX?
- Mon Feb 23, 2026 6:17 pm
- Forum: Gameplay Help
- Topic: Output issue
- Replies: 4
- Views: 368
Re: Output issue
Mining drills automatically output where the arrow is pointing. There's no need to use inserters to grab from them.
- Mon Feb 23, 2026 4:04 pm
- Forum: Not a bug
- Topic: [2.0.75] temporary container with `destroy_on_empty = false` keeps sending alerts
- Replies: 3
- Views: 291
Re: [2.0.75] temporary container with `destroy_on_empty = false` keeps sending alerts
Thanks for the report however this is not a bug. Temporary containers entire purpose is to be temporary. If you want a container that doesn't alert and stays when empty - just use "container".
- Mon Feb 23, 2026 3:55 pm
- Forum: Ideas and Suggestions
- Topic: FORCE STOP buttons
- Replies: 2
- Views: 234
Re: FORCE STOP buttons
"Escape" already does this when loading saves. As for the 2nd thing: that's up to the mod author to do - not something the engine is capable of handling.
- Mon Feb 23, 2026 3:52 pm
- Forum: Not a bug
- Topic: [2.0.73] Ship is stuck waiting for spoilable items
- Replies: 1
- Views: 129
Re: [2.0.73] Ship is stuck waiting for spoilable items
Thanks for the report. This is working correctly: the platform will not leave while there are active requests to silos. It's waiting for the eggs to become available and be launched before it will leave. There is no way to automatically force it to cancel pending requests and leave the planet.
- Mon Feb 23, 2026 2:47 pm
- Forum: Implemented mod requests
- Topic: Expose reversing_power_modifier
- Replies: 2
- Views: 346
Re: Expose reversing_power_modifier
Ok, I've added it for 2.1.
- Mon Feb 23, 2026 1:53 pm
- Forum: Modding interface requests
- Topic: [2.0.70] package key calculation for require
- Replies: 4
- Views: 666
Re: [2.0.70] package key calculation for require
There are some complexities/issues with such a function since internally when a given require() is processed the game goes over several possible resolution options - and the first one to exist on disk is the one that gets used. That isn't such a big issue in itself - except that the logic is ...
- Mon Feb 23, 2026 1:13 pm
- Forum: Not a bug
- Topic: [2.0.74][switch] Assembling machine GUI shows duplicated product icon in progress/output section
- Replies: 2
- Views: 215
Re: [2.0.74][switch] Assembling machine GUI shows duplicated product icon in progress/output section
Thanks for the report however this is working correctly. When you change the recipe through remote view or through pasting settings while out of reach of the machine it will put the conflicting items into the “trash” slots of the machine to allow the new recipe to be set.
This also happens when ...
This also happens when ...
- Sat Feb 21, 2026 2:17 pm
- Forum: Technical Help
- Topic: game is crashing
- Replies: 7
- Views: 397
Re: game is crashing
They are not. They are dump files.
The log file(s) are factorio-current.log and factorio-previous.log
- Sat Feb 21, 2026 12:32 am
- Forum: Modding interface requests
- Topic: "Context" for selected_prototype in custom-inputs
- Replies: 3
- Views: 1350
Re: "Context" for selected_prototype in custom-inputs
Nothing about this has changed since its inception.