Search found 79 matches

by tinker9
Sat Jul 26, 2025 2:43 am
Forum: Assigned
Topic: [Strangepan] [2.0.60][macOS] Restart after updating mods leaves a hung factorio window behind
Replies: 3
Views: 580

Re: [2.0.60][macOS] Restart after updating mods leaves a hung factorio window behind

This appears to be reproducible in fullscreen, I just saw it again when I added new mods.
by tinker9
Fri Jul 25, 2025 11:51 pm
Forum: Assigned
Topic: [Strangepan] [2.0.60][macOS] Restart after updating mods leaves a hung factorio window behind
Replies: 3
Views: 580

[Strangepan] [2.0.60][macOS] Restart after updating mods leaves a hung factorio window behind

What did you do?

Restart Factorio after updating mods

What happened?

I have two Factorio windows on screen, the mod update (dead?) and the launch screen (live).

What did you expect to happen instead? It might be obvious to you, but do it anyway!

The mod update window disappears on restart ...
by tinker9
Fri Jul 25, 2025 11:41 pm
Forum: Not a bug
Topic: [2.0.60] Infinity chests aren't allowed in "from" in upgrade planner
Replies: 1
Views: 208

[2.0.60] Infinity chests aren't allowed in "from" in upgrade planner

What did you do?
Tried to upgrade a normal quality infinity storage chest to a legendary quality

What happened?
Upgrade planners don't allow infinity chests in the "from" position.

What did you expect to happen instead? It might be obvious to you, but do it anyway!
They are allowed in from.

Does ...
by tinker9
Fri Jun 20, 2025 6:34 am
Forum: Not a bug
Topic: [2.0.55] Infinity storage chest only removes items when filter is deleted
Replies: 2
Views: 349

Re: [2.0.55] Infinity storage chest only removes items when filter is deleted

Makes sense! I was thinking of it like "trash unrequested", but that's a different setting.
by tinker9
Thu Jun 19, 2025 12:28 am
Forum: Not a bug
Topic: [2.0.55] Infinity storage chest only removes items when filter is deleted
Replies: 2
Views: 349

[2.0.55] Infinity storage chest only removes items when filter is deleted

This might be a feature request or a nitpick, but it seemed like weird behaviour to me.

What did you do?
If you can reproduce the issue, provide the exact steps!

I set an infinity storage chest to "Remove unfiltered items", set its infinity filter to 500 roboports, then set it to 10 roboports ...
by tinker9
Mon Jun 02, 2025 1:04 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.43] Rail signals cannot be super force placed on oil ocean
Replies: 13
Views: 2793

Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean

Gweneph wrote: Sat May 24, 2025 3:55 am The "bug" is that while checking to see if the entity can be built it doesn't check with non-default build modes. It could check instead using the build mode implied by the currently held modifier keys.
Sounds like a surprising behaviour, and poor UX. Something worth fixing?
by tinker9
Sat May 31, 2025 12:45 am
Forum: Pending
Topic: [2.0.41] Biter stuck near roboport, possibly due to large build
Replies: 4
Views: 859

Re: [2.0.41] Biter stuck near roboport, possibly due to large build

I don't know, sorry! It's been ages since I did it, and I didn't actually see the biter stop moving myself.

My workaround was to add a laser turret to each roboport, then biters just get killed while expanding my base.
by tinker9
Tue May 27, 2025 1:19 am
Forum: Not a bug
Topic: [2.0.52] output full - ingredient shortage
Replies: 4
Views: 736

Re: [2.0.52] output full - ingredient shortage

So, to be clear, the solution is to have enough fast inserters to remove all the products?
(Does adding more/faster ingredient inserters also help?)
by tinker9
Mon May 26, 2025 3:00 am
Forum: Not a bug
Topic: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.
Replies: 4
Views: 789

Re: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.

kovarex wrote: Sat Mar 29, 2025 2:39 pm I hope I don't break something by this change, but for the next version, decider combinator conditions which would be evaluated to empty signal on the left side of the comparison are just deleted isntead of kept empty.
As a workaround, you could put the parameter on the right?
by tinker9
Tue May 13, 2025 9:44 am
Forum: Ideas and Suggestions
Topic: Also show turret range for 'ghost' turrets
Replies: 1
Views: 391

Re: Also show turret range for 'ghost' turrets

Sounds like a feature request, but also, +1, this is kind of the point of having turret ghosts
by tinker9
Fri May 02, 2025 11:26 pm
Forum: Not a bug
Topic: [2.0.47] Pasting space platform hub cancels enabled requests
Replies: 8
Views: 807

Re: [2.0.47] Pasting space platform hub cancels enabled requests

That doesn't change much except I looked at the wrong logic (copy-paste onto itself already does nothing). Building a blueprint over top of an entity will always do the paste logic because the two are never the same entity - one is in a blueprint - and one is in the world - even if the blueprint ...
by tinker9
Wed Apr 30, 2025 5:15 am
Forum: Not a bug
Topic: [2.0.47] Pasting space platform hub cancels enabled requests
Replies: 8
Views: 807

Re: [2.0.47] Pasting space platform hub cancels enabled requests

What's the desired outcome with pasting an entity onto itself? Theoretically - do nothing? "it already has the exact settings of the source entity"?

There are two typical use cases here:
- pasting a platform over an empty hub: the goal building the platform. So building ghosts should be ...

Go to advanced search