I guess this bug is related to: https://forums.factorio.com/viewtopic.php?t=99496 (which is marked as solved).
But the main reason why I'm writing is that this happened to me today with 2.0.76, too. And when I placed the blueprint once (just to remove it immediately since it had absolute grid ...
Search found 26 matches
- Tue Mar 31, 2026 1:39 pm
- Forum: Fixed for 2.1
- Topic: [1.1.106] Blueprint with relative grid set sometimes shows absolute grid behavior
- Replies: 9
- Views: 3147
- Mon Aug 25, 2025 10:55 pm
- Forum: Pending
- Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
- Replies: 35
- Views: 20134
Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
Yes, can confirm, when changing this setting my steam install behaves like the standalone installation and the keyboard switches properly
Great find, awesome!
edit: I'm on Win11
Great find, awesome!
edit: I'm on Win11
- Sun Jun 22, 2025 12:57 pm
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 8751
Re: Train condition progress should look clearer when at 100%
+1
making the other part of the bar red or yellow would help, too
making the other part of the bar red or yellow would help, too
- Tue May 20, 2025 9:45 pm
- Forum: Pending
- Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
- Replies: 35
- Views: 20134
Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
I've added a call to reset the LED state when the game detects a window-maximized/entered/restored event to see if it helps with this at all. I'm still unable to reproduce this issue on my end but maybe this will make it work for others? It will be in 2.0.52.
First of all - thank you! :space ...
- Mon Feb 17, 2025 3:25 pm
- Forum: Not a bug
- Topic: [2.0.34] ammunition requests no longer in blueprints?
- Replies: 2
- Views: 992
Re: [2.0.34] ammunition requests no longer in blueprints?
oh shoot, thank you! this can be closed then as it seems. Classic pebkac 
- Mon Feb 17, 2025 1:17 pm
- Forum: Not a bug
- Topic: [2.0.34] ammunition requests no longer in blueprints?
- Replies: 2
- Views: 992
[2.0.34] ammunition requests no longer in blueprints?
I could not find an entry in changelogs of 2.0.34 - 2.0.32, so I assume it is not intended: (although I assume it was done to limit cheesing spaceship logistics - problem is that it is a pain in the a** in other places now...)
What did you do?
place gun turret, in map view add request for ...
What did you do?
place gun turret, in map view add request for ...
- Fri Jan 24, 2025 1:40 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 521
- Views: 419468
Re: 3 and 4 way intersections
I made a elevated version of HansJoachim's 4 way intersection "simple": https://factoriobin.com/post/buqn83
I have no idea how these things work but they look exactly the same signal block wise so I would assume the numbers are the same (even though I have not tested it)
I have no idea how these things work but they look exactly the same signal block wise so I would assume the numbers are the same (even though I have not tested it)
- Mon Dec 23, 2024 2:10 pm
- Forum: Pending
- Topic: [2.0.28] Environment sounds stopped working
- Replies: 4
- Views: 1202
Re: [2.0.28] Environment sounds stopped working
Unfortunately I've accidentaly overwritten the savefile 
Its the same game I've played in my other bug report with the save file but the there save is a few hours later.
(viewtopic.php?f=7&t=124935)
Its the same game I've played in my other bug report with the save file but the there save is a few hours later.
(viewtopic.php?f=7&t=124935)
- Sun Dec 22, 2024 2:55 pm
- Forum: Pending
- Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
- Replies: 35
- Views: 20134
Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
What I'm curious about: I'm using the map-key for enabling the LEDs after alt-tab'ing into the game again. And this works as long as I'm on a planet. But when I'm just changing surfaces via the left sidebar in remote view, the LEDs don't come back to life. Also the LEDs don't come back when I'm ...
- Sun Dec 22, 2024 1:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] travel to space platform possible mid flight
- Replies: 1
- Views: 2243
[Rseding91] [2.0.28] travel to space platform possible mid flight
What did you do?
click on rocket silo -> click travel to space platform -> choose platform
What happened?
rocket launched with character to space platform, the animation got somewhat scrambled and I arrived mid flight halfway on the way to Gleba
Screenshot 2024-12-22 144134.png
What did ...
click on rocket silo -> click travel to space platform -> choose platform
What happened?
rocket launched with character to space platform, the animation got somewhat scrambled and I arrived mid flight halfway on the way to Gleba
Screenshot 2024-12-22 144134.png
What did ...
- Sun Dec 22, 2024 1:37 am
- Forum: Pending
- Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
- Replies: 35
- Views: 20134
Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
I got myself a early christmas present (Logitech G515) and I have the same problem with standard settings.
- Sat Dec 21, 2024 11:01 pm
- Forum: Pending
- Topic: [2.0.28] Environment sounds stopped working
- Replies: 4
- Views: 1202
[2.0.28] Environment sounds stopped working
What did you do?
I'm not sure. I travelled from Vulcanus to Gleba in a "emergency" so I cannot pinpoint the exact moment. During the space platform travel I was controlled the spidertron in remotely via "use vehicle" (not via the remote) and also while I was automatically ejected from the space ...
I'm not sure. I travelled from Vulcanus to Gleba in a "emergency" so I cannot pinpoint the exact moment. During the space platform travel I was controlled the spidertron in remotely via "use vehicle" (not via the remote) and also while I was automatically ejected from the space ...
- Sat Nov 30, 2024 11:56 pm
- Forum: Duplicates
- Topic: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
- Replies: 11
- Views: 2470
Re: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
I think I have a similar behavior with 2.0.23 (the right part is correct, the left part is "stuck" on the old flightpath)
I changed destination during flight and while the part below the minimap is updated, the left part is not.
This is https://forums.factorio.com/120447, I don't know if they ...
- Sat Nov 30, 2024 8:57 pm
- Forum: Duplicates
- Topic: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
- Replies: 11
- Views: 2470
Re: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
I think I have a similar behavior with 2.0.23 (the right part is correct, the left part is "stuck" on the old flightpath)
I changed destination during flight and while the part below the minimap is updated, the left part is not.
I changed destination during flight and while the part below the minimap is updated, the left part is not.
- Sat Nov 16, 2024 1:16 pm
- Forum: Duplicates
- Topic: [2.0.19] Assembler not correctly influenced by quality modules
- Replies: 2
- Views: 786
[2.0.19] Assembler not correctly influenced by quality modules
I wanted to get a grasp on how quality works so I went into editor extensions lab (hopefully that doesn't invalidate the bug report, I don't have quality in my vanilla playthrough yet).
When I enter four quality3 modules into foundry and biolab and electromagnetic plant it reports +10% quality but ...
When I enter four quality3 modules into foundry and biolab and electromagnetic plant it reports +10% quality but ...
- Fri Nov 01, 2024 7:37 pm
- Forum: Releases
- Topic: Version 2.0.14
- Replies: 23
- Views: 22822
Re: Version 2.0.14
Thanks for the great work!
Is it usual to have a delay until it hits steam? Still no update available there.
This version is still experimental, you can switch to it in the Steam Betas menu . If it looks good we will probably release it as stable to everybody tomorrow.
Nice, thanks for ...
- Fri Nov 01, 2024 7:21 pm
- Forum: Releases
- Topic: Version 2.0.14
- Replies: 23
- Views: 22822
Re: Version 2.0.14
Thanks for the great work!
Is it usual to have a delay until it hits steam? Still no update available there.
Is it usual to have a delay until it hits steam? Still no update available there.
- Fri Nov 01, 2024 1:58 pm
- Forum: Not a bug
- Topic: [2.0.13] Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel
- Replies: 2
- Views: 1148
Re: [2.0.13] Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel
I stumbled upon the same behaviour viewtopic.php?f=7&t=118430 but could not pinpoint it on the nutrients! Great observation!
- Fri Nov 01, 2024 1:57 pm
- Forum: Duplicates
- Topic: [2.0.12] Biolab recipe not set from circuit network
- Replies: 5
- Views: 2088
Re: [2.0.12] Biolab recipe not set from circuit network
Reading Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel taught me another option for the behaviour OP observed.
When changing a recipe via Set recipe +circuit network, all the previous ingredients and products have to be taken out before the new recipe takes hold.
So ...
- Thu Oct 31, 2024 8:51 am
- Forum: Duplicates
- Topic: [2.0.12] Biolab recipe not set from circuit network
- Replies: 5
- Views: 2088
Re: [2.0.12] Biolab recipe not set from circuit network
Interesting! I have a biolab which I want to toggle between iron and copper bacteria cultivation and which was already set on copper bacteria cultivation, so the only change was to connect the constant combinator and check 'set recipe' which rendered the biolab without recipe.
I will upload a ...
I will upload a ...