TLDR: In base game factorio, when hovering the formula entry for a blueprint parameter, it tells me that "pN_r" is the crafting time of the parameter but it is actually something else.
Steps to reproduce
Enter a map in base Factorio (no mods, no dlc)
Import the blueprint string and start ...
Search found 630 matches
- Sun Jun 01, 2025 8:34 am
- Forum: Bug Reports
- Topic: [2.0.54] Blueprint parameter formula tooltip confuses pN_r with pN_t
- Replies: 0
- Views: 239
- Thu May 29, 2025 8:38 pm
- Forum: Bug Reports
- Topic: [2.0.52] Controls in the menu do not update when switching controller icons
- Replies: 0
- Views: 193
[2.0.52] Controls in the menu do not update when switching controller icons
Environment
Steam edition of Factorio on Windows. Steam input is disabled.
I used Nintendo Switch Pro controller
Steps to reproduce
Pair the controller and make sure Factorio recognizes it
Open the controls menu and switch to "controller" controls
Change the icons setting to a ...
Steam edition of Factorio on Windows. Steam input is disabled.
I used Nintendo Switch Pro controller
Steps to reproduce
Pair the controller and make sure Factorio recognizes it
Open the controls menu and switch to "controller" controls
Change the icons setting to a ...
- Mon May 26, 2025 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled
- Replies: 1
- Views: 765
[boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled
Steps to reproduce
Disable all mods and dlc
Open any map
Open tips and tricks
Under "Copy-paste entity settings" view the "Copy-paste filters" tip
Expected
Splitters display a filter for circuit network
Actual
Splitters display a filter for :any-quality: circuit network
Disable all mods and dlc
Open any map
Open tips and tricks
Under "Copy-paste entity settings" view the "Copy-paste filters" tip
Expected
Splitters display a filter for circuit network
Actual
Splitters display a filter for :any-quality: circuit network
- Thu May 22, 2025 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
- Replies: 3
- Views: 809
Re: [2.0.51] Unmodifiable modded blueprint prompts to save
Here is a save file.
My reproduction steps:
My reproduction steps:
- Open save in base game factorio (space age, quality and elevated rail mods should be off)
- Open game blueprints
- Right click any of the blueprints to open preview
- Press Esc
- Tue May 20, 2025 10:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
- Replies: 3
- Views: 809
[2.0.51] Unmodifiable modded blueprint prompts to save
TLDR: Attempting to close a blueprint preview with modded content, without having the mod enabled results in a "save modifications" prompt.
Steps to reproduce
Put a blueprint in the blueprint library that contains space age content
Turn off space age mods
Enter a map and open the blueprint ...
Steps to reproduce
Put a blueprint in the blueprint library that contains space age content
Turn off space age mods
Enter a map and open the blueprint ...
- Sun May 18, 2025 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 1906
Re: Random Number on Selector Combinator
You can chain multiple of these together to get arbitrarily random numbers from 0-99; 0-9,999; 0-999,999; or you can remove signals to get a smaller range. Or you can add "Quality" variants of each signal to expand the range even further while maintaining an even Numerical distribution.
There ...
- Sun May 18, 2025 9:01 am
- Forum: Minor issues
- Topic: [2.0.50] Upgrade planner does not insert modules in editor
- Replies: 1
- Views: 215
[2.0.50] Upgrade planner does not insert modules in editor
Possibly related bug: ( 671355 )
Steps to reproduce
Note: I was in base game WITHOUT any mods or dlc enabled.
Open the editor and make sure instant upgrade is enabled.
Place a tier 1 assembler and set it's recipe. (I used iron gear wheel.)
Apply the provided upgrade planner on the ...
Steps to reproduce
Note: I was in base game WITHOUT any mods or dlc enabled.
Open the editor and make sure instant upgrade is enabled.
Place a tier 1 assembler and set it's recipe. (I used iron gear wheel.)
Apply the provided upgrade planner on the ...
- Sat May 17, 2025 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Make super forced build insert gates when rails cross walls
- Replies: 4
- Views: 400
Re: Make super forced build insert gates when rails cross walls
I was about to make this suggestion. +1
- Fri May 02, 2025 1:09 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint parameter formula - Access to relative & absolute coordinates
- Replies: 2
- Views: 247
Blueprint parameter formula - Access to relative & absolute coordinates
What?
Inside blueprint parameter formulas: Give access to variables that correspond to the absolute coordinates of the placement location, and when dragging, the coordinates relative to the first location. (Or the coordinates of the first location which can be used to compute relative coordinates ...
Inside blueprint parameter formulas: Give access to variables that correspond to the absolute coordinates of the placement location, and when dragging, the coordinates relative to the first location. (Or the coordinates of the first location which can be used to compute relative coordinates ...
- Tue Apr 29, 2025 2:29 pm
- Forum: Ideas and Suggestions
- Topic: Make difficulty based achievements
- Replies: 10
- Views: 5881
Death world achievements
I still think it would be beneficial to have achievements that specifically target the practice of "cranking up the numbers" in the world generator, by making playing with a specific preset the challenge. It would be interesting because players wouldn't be able to skip having to expand by making ...
- Mon Apr 21, 2025 7:11 am
- Forum: Ideas and Suggestions
- Topic: Selector combinator mode: item ingredients
- Replies: 7
- Views: 1106
Re: Selector combinator mode: item ingredients
If an item or fluid has multiple recipes, the additional recipes already get extra signals. So for selecting the correct recipe, the item's or fluid's signal itself can correspond to the default recipe, which is the recipe the item or fluid is merged with on Factoriopedia. The additional recipe ...
- Sat Apr 19, 2025 7:30 pm
- Forum: Ideas and Suggestions
- Topic: Parameterised blueprints - do not delete unused parameters
- Replies: 0
- Views: 120
Parameterised blueprints - do not delete unused parameters
What?
The game should not auto-delete or auto-merge entries in the parameterization that have the Parameter checkbox checked, even if they are unused.
Essentially, please fix this bug.
Why?
Deleting or merging parameters is an inconsistency. If the player checks the parameter checkbox, it ...
The game should not auto-delete or auto-merge entries in the parameterization that have the Parameter checkbox checked, even if they are unused.
Essentially, please fix this bug.
Why?
Deleting or merging parameters is an inconsistency. If the player checks the parameter checkbox, it ...
- Sat Apr 19, 2025 6:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Editor instant blueprint building inconsistent with elevated rails and undo/redo
- Replies: 1
- Views: 976
[2.0.45] Editor instant blueprint building inconsistent with elevated rails and undo/redo
TLDR: Elevated rails sometimes do not get built when undoing/redoing in editor with instant blueprint building (and deconstruction) enabled.
Steps to reproduce
In editor, enable instant blueprint building and deconstruction.
Place the following blueprint.
0eNqd1V9rgzAQAPCvMu7Zgkn8Fz ...
Steps to reproduce
In editor, enable instant blueprint building and deconstruction.
Place the following blueprint.
0eNqd1V9rgzAQAPCvMu7Zgkn8Fz ...
- Thu Apr 03, 2025 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 1906
Re: Random Number on Selector Combinator
I second this. It would be really great if selector combinator had a [0,N) random option with N being an input signal or a constant. It could also support the Each wildcard giving one roll per input signal.
- Fri Feb 28, 2025 8:01 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Train does not move between stops with same name (MR)
- Replies: 30
- Views: 6717
Re: [2.0.12] Train does not move between stops with same name (MR)
I do not think the behavior that the train always stays at the stop with the same name is any useful. I also tried to get it to leave by giving higher priority to the other stops, but that did not work either.
Expected behavior is as following:
When a train wants to depart for a stop with a given ...
Expected behavior is as following:
When a train wants to depart for a stop with a given ...
- Mon Nov 04, 2024 11:45 am
- Forum: Ideas and Suggestions
- Topic: Assembling Machine circuit control should select the highest valid signal
- Replies: 2
- Views: 745
Assembling Machine circuit control should select the highest valid signal
What?
Assembing Machine's "Set recipe" should set recipe based on the highest valued positive valid signal .
Why?
Currently recipes are set based on "first valid signal" which can be counterintuitive sometimes. There is also little practical benefit to this system.
This assembling machine ...
Assembing Machine's "Set recipe" should set recipe based on the highest valued positive valid signal .
Why?
Currently recipes are set based on "first valid signal" which can be counterintuitive sometimes. There is also little practical benefit to this system.
This assembling machine ...
- Fri Nov 01, 2024 3:33 pm
- Forum: News
- Topic: Friday Facts #435 - Space Age Soundtrack release
- Replies: 26
- Views: 8881
Re: Friday Facts #435 - Space Age Soundtrack release
List of in-game tracks that I think deserve a bit more love in the soundtrack:
Fulgora 1 (Don't tell me 3:30 is completely missing!!) :cry:
Fulgora 3 (Notable section: 5:18 - 7:00)
Vulcanus 7 (Really starts going at 3:00)
Gleba 6 (Notable section: 4:26 - 7:15)
Gleba 8 (Overall great in my ...
Fulgora 1 (Don't tell me 3:30 is completely missing!!) :cry:
Fulgora 3 (Notable section: 5:18 - 7:00)
Vulcanus 7 (Really starts going at 3:00)
Gleba 6 (Notable section: 4:26 - 7:15)
Gleba 8 (Overall great in my ...
- Wed Oct 30, 2024 4:30 pm
- Forum: Duplicates
- Topic: [2.0.12] Wrong quality tooltip in upgrade planner
- Replies: 1
- Views: 288
[2.0.12] Wrong quality tooltip in upgrade planner
TLDR: When hovering a quality machine or module in the upgrade planner, the tooltip only shows the base machine stats and no quality effects.
Steps to reproduce:
Add a rare assembling machine 3 to a slot in an upgrade planner.
Observe the tooltip of what was just added.
Expected:
Tooltip is ...
Steps to reproduce:
Add a rare assembling machine 3 to a slot in an upgrade planner.
Observe the tooltip of what was just added.
Expected:
Tooltip is ...
- Tue Oct 29, 2024 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Space platform item maximum should respect chosen planet
- Replies: 2
- Views: 810
Space platform item maximum should respect chosen planet
What?
Make it so that space platform maximum item requests only drop the surplus items onto the planet specified in the "import from" box. In other words, the entirety of the filter, both the minimum and maximum should only be active while the platform is over that planet.
Why?
Currently if I ...
Make it so that space platform maximum item requests only drop the surplus items onto the planet specified in the "import from" box. In other words, the entirety of the filter, both the minimum and maximum should only be active while the platform is over that planet.
Why?
Currently if I ...
- Sun Oct 27, 2024 12:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Asteroid orientation snapping
- Replies: 3
- Views: 1887
Re: [2.0.11] Asteroid orientation snapping
In this case you can fix the bug by rounding each randomly generated period to the nearest value with no more than 16 fractional bits.
If P is the number of times the asteroid does a 360° turn per tick then P*65536 (P << 16) should be an integer to prevent snapping. Which is the case if P has no ...
If P is the number of times the asteroid does a 360° turn per tick then P*65536 (P << 16) should be an integer to prevent snapping. Which is the case if P has no ...