Search found 31 matches
- Fri Dec 19, 2025 10:15 am
- Forum: Not a bug
- Topic: 99% Tungsten
- Replies: 1
- Views: 168
- Thu Dec 18, 2025 9:44 am
- Forum: Gameplay Help
- Topic: Question & maybe sugestion | whitelist / blacklist inserters logic
- Replies: 1
- Views: 198
Re: Question & maybe sugestion | whitelist / blacklist inserters logic
For the first question, you can read logistic network contents by connecting a signal wire to a roboport. This can be connected to an inserter in "set filters" mode, though you'll probably want to select the signals you need using combinators first.
- Sat Dec 13, 2025 1:14 pm
- Forum: Minor issues
- Topic: [2.0.14] Bots jumping / snapping backwards on Aquilo
- Replies: 7
- Views: 2305
Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
Any chance this issue gets assigned? The visual teleport is quite noticeable and occurs on all planets when enough robots are charging at the same time, not just on Aquilo.
If the naive prediction is just to project the position forward using speed and a number of ticks, it would only be a single ...
If the naive prediction is just to project the position forward using speed and a number of ticks, it would only be a single ...
- Fri Dec 12, 2025 12:57 pm
- Forum: Not a bug
- Topic: [2.0.72][Steam Deck] UI scale reset to 75% when entering editor mode
- Replies: 1
- Views: 231
[2.0.72][Steam Deck] UI scale reset to 75% when entering editor mode
When entering editor mode using the `/editor` command, the UI scale automatically sets to 75%. This change is not reflected in the settings UI, and cannot be changed until exiting editor mode.
I would expect the UI scale to remain the same when switching into the editor.
I've attached a ...
I would expect the UI scale to remain the same when switching into the editor.
I've attached a ...
- Fri Dec 12, 2025 12:52 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.72] Interface settings GUI not updating when changing UI scale with keyboard shortcuts
- Replies: 0
- Views: 198
[Klonan] [2.0.72] Interface settings GUI not updating when changing UI scale with keyboard shortcuts
When using keyboard shortcuts to change the UI scale whilst within the Interface Settings menu, the display current selected UI scale does not update. This causes the value to not accurately reflect the current UI scale setting, both the current scale (75%/100%/etc) and strategy (Manual/Automatic ...
- Fri Dec 12, 2025 12:46 pm
- Forum: Duplicates
- Topic: [2.0.72] Logistic robots rubber-banding when running out of charge
- Replies: 1
- Views: 182
[2.0.72] Logistic robots rubber-banding when running out of charge
I've observed logistic robots rubber-banding when running out of charge during a delivery. I would guess this is related to the smarter robot updating mentioned in fff 421 https://www.factorio.com/blog/post/fff-421 . When the robot appears to run out of charge, it teleports backwards a short ...
- Tue Nov 11, 2025 10:07 am
- Forum: Gameplay Help
- Topic: [SOLVED] Constant Combinators not showing values when in "Alt" mode
- Replies: 2
- Views: 396
Re: Constant Combinators not showing values when in "Alt" mode
There's an interface setting for showing combinator settings in alt mode. You likely have it turned off, which is the default.
- Sun Nov 09, 2025 1:50 pm
- Forum: Gameplay Help
- Topic: Parametric Signals - Is there a bug, or am I misunderstanding them?
- Replies: 25
- Views: 1703
Re: Parametric Signals - Is there a bug, or am I misunderstanding them?
Incidentally, why does it evaluate Coal(1) as equal to Iron(1) here?
This is because of how the circuit network works. The network isn't comparing Coal(1) and Iron(1) - it's comparing (1) and (1).
Maybe think about the signals as being labels for the number. The circuit looks up the value for ...
- Wed Sep 03, 2025 9:05 am
- Forum: General discussion
- Topic: I'm back and on a Steamdeck - anyone else on Steamdeck? Tips/Tricks/Observations?
- Replies: 3
- Views: 1636
Re: I'm back and on a Steamdeck - anyone else on Steamdeck? Tips/Tricks/Observations?
I've played entirely on Steam Deck for nearly 3 years now. In my experience performance is never really a problem, I only started running into slowdown at about 30k SPM in a mid-tech Space Age megabase. However as you mention the controls can take some getting used to!
I was playing before the ...
I was playing before the ...
- Tue Sep 02, 2025 8:51 am
- Forum: Gameplay Help
- Topic: Silo not requesting from logistics network
- Replies: 4
- Views: 665
Re: Silo not requesting from logistics network
Is your space platform hub full?
- Wed Aug 06, 2025 8:32 am
- Forum: General discussion
- Topic: Theorycrafting: Maximum Possible SPM Without Bots
- Replies: 11
- Views: 3163
Re: Theorycrafting: Maximum Possible SPM Without Bots
Cool analysis! The only factor I can spot that you're missing is rocket part ingredients import to Aquilo, but I doubt they'd make much of a difference at 300% productivity.
I think the theoretical maximum botless SPM is actually much higher if you put labs on your space platforms. In this case ...
I think the theoretical maximum botless SPM is actually much higher if you put labs on your space platforms. In this case ...
- Fri Aug 01, 2025 10:33 am
- Forum: Modding help
- Topic: Editing a Logistic chest's requester filters with scripts
- Replies: 3
- Views: 507
Re: Editing a Logistic chest's requester filters with scripts
This got a bit harder with 2.0's logistic groups, due to having multiple logistic sections on the same entity.
You can get the logistic points of your chest entity with get_logistic_point https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point
Then create a new logistic ...
You can get the logistic points of your chest entity with get_logistic_point https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point
Then create a new logistic ...
- Mon Jul 07, 2025 10:01 am
- Forum: Ideas and Suggestions
- Topic: mass edit power pole connections with click and drag
- Replies: 3
- Views: 627
Re: mass edit power pole connections with click and drag
Whilst this is not appropriate as a base game feature, I can see this being entirely doable by a mod.
- Tue Jul 01, 2025 10:32 am
- Forum: Gameplay Help
- Topic: Blueprint question
- Replies: 6
- Views: 853
Re: Blueprint question
Press B, or click the icon in the top right of the screen, to enter the Blueprint Library.
You can store blueprints in there. There are two tabs. One tab stores blueprints within the current save, the other tab is available across all saves.
If you need to transfer blueprints across different ...
You can store blueprints in there. There are two tabs. One tab stores blueprints within the current save, the other tab is available across all saves.
If you need to transfer blueprints across different ...
- Fri Jun 27, 2025 11:01 am
- Forum: Modding help
- Topic: Requesting help for Black Market 2
- Replies: 2
- Views: 420
Re: Requesting help for Black Market 2
Looks like the discussion tab in the mod's page has your solution.
https://mods.factorio.com/mod/BlackMark ... 5e9e1a8058
https://mods.factorio.com/mod/BlackMark ... 5e9e1a8058
- Tue May 13, 2025 1:59 pm
- Forum: Not a bug
- Topic: [2.0.47] Inconsistent Ghost Cursor
- Replies: 3
- Views: 795
Re: [2.0.47] Inconsistent Ghost Cursor
Good news: this feature has been in the game for a very long time.
Head into the settings menu, navigate to Interface settings => Interaction and enable "Pick ghost item if no items are available".
Enjoy picking ghosts from the inventory, from entities in the world, or anywhere else.
Head into the settings menu, navigate to Interface settings => Interaction and enable "Pick ghost item if no items are available".
Enjoy picking ghosts from the inventory, from entities in the world, or anywhere else.
- Wed Apr 16, 2025 12:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
- Replies: 11
- Views: 3052
Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Thanks for the updates and resolution of this Donion - makes sense that it was introduced in the latest batch of patches as I wasn't experiencing it until recently.
- Tue Apr 01, 2025 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
- Replies: 11
- Views: 3052
Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Understandable, thanks for looking into it. Hope you get some time to rest and feel better soon!
- Mon Mar 31, 2025 10:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
- Replies: 11
- Views: 3052
Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
I've been experiencing this one recently too.
Unfortunately I have a similarly vague cause, simply doing some building on Fulgora. Sound works correctly for a while, but then after an hour or so some sounds stop playing intermittently, including sounds on other planets.
Log, save file, and screen ...
Unfortunately I have a similarly vague cause, simply doing some building on Fulgora. Sound works correctly for a while, but then after an hour or so some sounds stop playing intermittently, including sounds on other planets.
Log, save file, and screen ...
- Mon Mar 17, 2025 11:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.41] Beacon ghost module request is never fulfilled after manual upgrade
- Replies: 1
- Views: 1656
[Genhis][2.0.41] Beacon ghost module request is never fulfilled after manual upgrade
After manually placing a quality beacon over a normal beacon ghost with module requests, those module requests are ignored by the logistics network.
Vanilla + Space Age, 2.0.41.
Steps to reproduce:
- Have a personal construction network, turned on, with robots, Speed 2 modules, and Rare quality ...
Vanilla + Space Age, 2.0.41.
Steps to reproduce:
- Have a personal construction network, turned on, with robots, Speed 2 modules, and Rare quality ...