Search found 844 matches
- Tue Jun 03, 2025 5:10 pm
- Forum: Resolved for the next release
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 531
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 for the next release
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 531
- Mon Jun 02, 2025 7:39 pm
- Forum: Resolved for the next release
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 531
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 for the next release
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 531
[2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Was playing tight space, and the game crashed.
Attaching logs, crash dump & latest autosave.- Mon Jun 02, 2025 5:20 pm
- Forum: Balancing
- Topic: Team Production: Landfill cost not updated for 2.0
- Replies: 0
- Views: 436
Team Production: Landfill cost not updated for 2.0
In 1.1, landfill costed 20 stone. In 2.0.7, its cost was changed to 50, an increase of +150%.
However, the Team Production scenario was not updated for that change, easily asking you to produce 5 thousand landfill
06-02-2025, 20-08-31.png
Yes, technically, this is not a bug, rather issue and ...
However, the Team Production scenario was not updated for that change, easily asking you to produce 5 thousand landfill
06-02-2025, 20-08-31.png
Yes, technically, this is not a bug, rather issue and ...
- Fri May 30, 2025 8:44 pm
- Forum: Duplicates
- Topic: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error
- Replies: 3
- Views: 322
- Fri May 30, 2025 8:43 pm
- Forum: Assigned
- Topic: [kovarex] [2.0.48] "Too far to connect" message dragging belt along belt
- Replies: 1
- Views: 424
- Fri May 30, 2025 8:10 pm
- Forum: Duplicates
- Topic: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error
- Replies: 3
- Views: 322
[2.0.54] Dragging ghost belt over belts shows "too far to connect" error
Steps to Reproduce
Have yellow belt deployed
Select ghost cursor for red belt
Drag over yellow belt
Drag over yellow belt again (over upgrade requests)
Alternatively: Drag over existing red belt
Expected:
Nothing
Actual:
Error sound is played with "Too far to connect" on ...
Have yellow belt deployed
Select ghost cursor for red belt
Drag over yellow belt
Drag over yellow belt again (over upgrade requests)
Alternatively: Drag over existing red belt
Expected:
Nothing
Actual:
Error sound is played with "Too far to connect" on ...
- Fri May 30, 2025 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 2777
Re: [boskid][2.0.47] Inserters can face diagonally
Yes, this is what I was describing? It is finicky to Blueprint these in some Slot types; my point was that you can “get away with more” by editing the Blueprint String than is possible in Vanilla. This Bug Report seems to be a case of one of these “features” being removed.
I don’t mind too much ...
- Fri May 30, 2025 7:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 2777
Re: [boskid][2.0.47] Inserters can face diagonally
There are some other “not normally possible” setups that can be created with Blueprint string hacking, like setting Item Requests in non-Logistic chests…
You can request items as ghost requests via in-game logic. Check this out ...
- Fri May 30, 2025 6:54 pm
- Forum: Releases
- Topic: Version 2.0.54
- Replies: 4
- Views: 4489
Re: Version 2.0.54
This update somehow "cleared" experimental-latest beta branch on Steam, and moved me to 2.0.47. I didn't change any Steam settings. 2.0.54 still available on beta branches however.
- Fri May 30, 2025 6:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 2777
Re: [boskid][2.0.47] Inserters can face diagonally
Damn. This looks so cool.
- Fri May 30, 2025 12:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 18
- Views: 8644
Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Thank you very much for this fix!
- Wed May 28, 2025 8:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 18
- Views: 8644
Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
This is an actual bug even for reasonable low research levels and I'm working on a fix.
This might be important: YouTube: Factorio Space Age - Railgun Shooting Speed NOT Capped at Level 4 // StupidFatHobbit
According to in-game calculations, the shooting speed tooltip is wrong and railguns ...
- Mon May 26, 2025 3:41 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 54251
Re: Version 2.0.45
RIP Railworld.
RIP speedruns.
RIP speedruns.
- Mon May 26, 2025 3:33 pm
- Forum: Ideas and Suggestions
- Topic: [SA] Make Railworld preset apply to all planets
- Replies: 0
- Views: 170
[SA] Make Railworld preset apply to all planets
TL;DR
Railword preset should apply to all planets, except for Nauvis only
What?
Instead of this:
05-26-2025, 18-28-36.png
Have this:
05-26-2025, 18-30-02.png
Terrain generation changes on Fulgora are subject to discuss.
Why?
Currently, Railword preset applies only to Nauvis resources ...
Railword preset should apply to all planets, except for Nauvis only
What?
Instead of this:
05-26-2025, 18-28-36.png
Have this:
05-26-2025, 18-30-02.png
Terrain generation changes on Fulgora are subject to discuss.
Why?
Currently, Railword preset applies only to Nauvis resources ...
- Mon May 26, 2025 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Lowered enemy settings should not disable "It stinks and they do/don't like it" achievements
- Replies: 1
- Views: 252
Lowered enemy settings should not disable "It stinks and they do/don't like it" achievements
Problem:
The following achievements are disabled when lowering enemy settings, starting from patch 2.0.45:
It stinks and they don't like it
It stinks and they do like it
This is also the case for a fan-favorite Railworld preset:
05-26-2025, 18-24-13.png
It makes sence that speedrun and ...
The following achievements are disabled when lowering enemy settings, starting from patch 2.0.45:
It stinks and they don't like it
It stinks and they do like it
This is also the case for a fan-favorite Railworld preset:
05-26-2025, 18-24-13.png
It makes sence that speedrun and ...
- Sat May 24, 2025 10:12 am
- Forum: Wiki Talk
- Topic: Factorio Wiki is down
- Replies: 5
- Views: 949
Re: Factorio Wiki is down
Working now again. Also, I saw a cloudflare gateway, probably for the first time. Maybe there was a migration from the old hosting.
- Fri May 23, 2025 3:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.6] recipe.allowed_module_categories does not respect beacons
- Replies: 5
- Views: 1806
Re: [raiguard][2.0.6] recipe.allowed_module_categories does not respect beacons
But not producivity modules, and you can put those into Warp BeaconInUniverse wrote: Fri May 23, 2025 2:57 pmWarp modules are allowed on all recipes to begin with, so this shouldn't affect anything there.
- Fri May 23, 2025 11:58 am
- Forum: Bug Reports
- Topic: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
- Replies: 9
- Views: 1069
Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
Have you ever built a rail signal on foundation over the lake before failing to place a ghost? It's a known issue/won't fix that you need to "initialize" the base plate for each entity category for each unbuildable tile type, this is made because of Aquilo which has several stages of covering tiles.