Search found 860 matches
- Wed Sep 24, 2025 1:46 pm
- Forum: Releases
- Topic: Version 2.0.67
- Replies: 16
- Views: 4483
Re: Version 2.0.67
Hmmm splitters with circuit connection can't watch its content on belt just like common belt, not handy
I decided that reading content of a splitter would be useless because it would have to read content of both input half-belts and both output half-belts. Just place a transport-belt near the ...
- Mon Sep 22, 2025 4:36 pm
- Forum: Releases
- Topic: Version 2.0.67
- Replies: 16
- Views: 4483
Re: Version 2.0.67
WOAH!
- Wed Sep 17, 2025 9:57 am
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 4754
Re: Train condition progress should look clearer when at 100%
Wait, I just noticed the train stop name in this screenshot.
- Tue Sep 16, 2025 12:33 pm
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 4754
Re: Train condition progress should look clearer when at 100%
Only reasonable option for making it colorblind friendly is to completly turn off the partial background drawing. Those colors are unfortunately provided through a png file so adjusting them is a little bit painful.
Maybe use textured background then?
Like green diagonal stripes for partially ...
- Tue Sep 02, 2025 12:25 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 7313
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Instead of reverting this, you should have added a checkbox or option in user settings for how smart the smart belt building is.raiguard wrote: Mon Sep 01, 2025 2:25 pm This has been reverted for the next version (2.0.66). Thank you for your feedback!
- Tue Sep 02, 2025 12:17 pm
- Forum: Releases
- Topic: Version 2.0.66
- Replies: 8
- Views: 7711
Re: Version 2.0.66
Why?..
- Sun Aug 17, 2025 9:46 am
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 29
- Views: 67761
Re: Version 2.0.7
Undocummented: Landfill cost: 20 stone -> 50
- Tue Aug 12, 2025 12:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.62] No icon picker for blueprint description
- Replies: 2
- Views: 1771
Re: [2.0.62] No icon picker for blueprint description
Now this is even more relevant: 125698: Increase blueprint & combinator description max size
- Mon Aug 04, 2025 5:08 pm
- Forum: Releases
- Topic: Version 2.0.63
- Replies: 3
- Views: 9240
Re: Version 2.0.63
BTW, thx for providing link to the previous changelog
- Sat Aug 02, 2025 10:29 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 82152
Re: Version 2.0.45
Speaking also of the choice of not judging of how others play and of adaptability :
I always found it weird that the Factorio speedrunning communities using speedrun.com never created there any segmented speedrun category, despite of how long even Factorio runs are!
Technically, some SA runs ...
- Fri Jul 18, 2025 3:53 pm
- Forum: Balancing
- Topic: [SA] Make small lightning rods not protecting flying robots.
- Replies: 10
- Views: 1961
Re: [SA] Make small lightning rods not protecting flying robots.
For point two: They are twice as efficient as lightning rods and cover a larger area. Why not use them?
1. They are 2x2 instead of 1x1, cost a lot and are unlocked when your base is already covered
2. Lightning efficiency is never a limiting factor, you are always capped by the accumulators
3 ...
- Mon Jul 14, 2025 10:32 pm
- Forum: Development tools
- Topic: Proposal: Publish JSON schema for mod's info.json on API Docs portal
- Replies: 4
- Views: 1964
Re: Proposal: Publish JSON schema for mod's info.json on API Docs portal
What you're probably looking for is this wiki page https://wiki.factorio.com/Tutorial:Mod_structure
Some of the modding documentation is on the wiki for legacy reasons, but there are plans/efforts to bring it all to the api docs.
I specifically asked for JSON schema. Most IDEs have support for ...
- Thu Jun 19, 2025 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Version in Github repository factorio-data
- Replies: 1
- Views: 335
[2.0.57] Version in Github repository factorio-data
Each time a new version is release, factorio-data repo gets updated -- a new dump of data is created, version is bumped, and tag is created
However, I just noticed that the version is bumped to a next version rather than the version being released. It is OK to keep in development branch, but it's ...
However, I just noticed that the version is bumped to a next version rather than the version being released. It is OK to keep in development branch, but it's ...
- Wed Jun 11, 2025 7:32 pm
- Forum: Duplicates
- Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
- Replies: 8
- Views: 1568
Re: [Lou] [2.0.21] Construction task for rail ramp never assigned
I think that may run into the same issue but from the other end. Where the rail ghosts get built in the air before the ramp is moved, getting the ramp robot stuck again. But I don't know for sure.
Personally, I think the game is trying to be too smart about everything in this scenario and it's ...
- Wed Jun 11, 2025 7:26 pm
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 4431
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
If any Feature Requests are made, can the links be shared here?
Offtopic
- Wed Jun 11, 2025 7:23 pm
- Forum: Duplicates
- Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
- Replies: 8
- Views: 1568
Re: [Lou] [2.0.21] Construction task for rail ramp never assigned
Looking into this, I don't think there's a solution that will allow the robots to actually perform the requested operation. The elevated rails require supports and the logic wants to remove one of them to move it slightly... but it can never do that without also removing the elevated rails ...
- Tue Jun 03, 2025 5:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 1995
Re: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Edit. Okay, I got it. The problem is the fact I have Production screen open. Opening it during autosave causes crash. 10:58 is the time of next autosave.
- Tue Jun 03, 2025 5:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 1995
- Mon Jun 02, 2025 7:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 1995
Re: [2.0.54] Crash when playing Tight Space
Edit: Loading this savefile on 2.0.55 causes crash after some time at exactly the same time (10:58 on timer)
- Mon Jun 02, 2025 7:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 1995
[2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Was playing tight space, and the game crashed.
Attaching logs, crash dump & latest autosave.