Search found 86 matches
- Sun Nov 02, 2025 9:44 am
- Forum: Not a bug
- Topic: [2.0.72] Damage taken zero condition is very hard to satisfy
- Replies: 3
- Views: 502
Re: [2.0.72] Damage taken conditions are very hard to satisfy
As I understand it, platform interrupts are like those for trains, specifically they are only checked when the platform/train is ready to leave the current stop.
I've tested it and that seems to be how it works, I'll edit my original post.
Interrupt conditions are also checked when the train ...
- Sat Nov 01, 2025 7:09 am
- Forum: Gameplay Help
- Topic: Space Platforms Stuck After Damage
- Replies: 3
- Views: 1820
Re: Space Platforms Stuck After Damage
I think this is actually a bug in the "damage taken" condition, I've reported it here:
viewtopic.php?p=684201#p684201
viewtopic.php?p=684201#p684201
- Sat Nov 01, 2025 7:07 am
- Forum: Not a bug
- Topic: [2.0.72] Damage taken zero condition is very hard to satisfy
- Replies: 3
- Views: 502
Re: [2.0.72] Damage taken conditions are very hard to satisfy
Edit: turns out interrupts don't trigger until the next station's conditions are satisfied.
- Sat Nov 01, 2025 7:04 am
- Forum: Not a bug
- Topic: [2.0.72] Damage taken zero condition is very hard to satisfy
- Replies: 3
- Views: 502
[2.0.72] Damage taken zero condition is very hard to satisfy
A "damage taken" condition of zero is not satisfied even after the platform is fully repaired
What did you do?
A. Created a platform with a damage taken interrupt of 1 and damage taken condition of 0 at Nauvis
B. Sent it on a return trip to Vulcanus with walls but no guns (and no repair packs ...
What did you do?
A. Created a platform with a damage taken interrupt of 1 and damage taken condition of 0 at Nauvis
B. Sent it on a return trip to Vulcanus with walls but no guns (and no repair packs ...
- Fri Oct 31, 2025 6:08 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.71] read ammunition mode on gun turret does not survive save/load
- Replies: 5
- Views: 972
Re: [2.0.71] read ammunition mode on gun turret does not survive save/load
All my Aquilo platforms died from this bug, because they were checking for some ammo in the gun before taking from it and feeding it to the rest of the guns.
But it was fine because I had a save, so I just went back and re-loaded the working save in 2.0.72. (And the fix works!)
But it was fine because I had a save, so I just went back and re-loaded the working save in 2.0.72. (And the fix works!)
- Wed Oct 22, 2025 9:29 pm
- Forum: Not a bug
- Topic: [2.0.60] Infinity chests aren't allowed in "from" in upgrade planner
- Replies: 4
- Views: 444
Re: [2.0.60] Infinity chests aren't allowed in "from" in upgrade planner
Unfortunately, the mod refuses to allow this because it causes spurious upgrades using upgrade planners with no filters:
https://codeberg.org/raiguard/EditorExt ... nt-7766990
Is there a way to make "next_upgrade" optional? Or to set it to the same item?
https://codeberg.org/raiguard/EditorExt ... nt-7766990
Is there a way to make "next_upgrade" optional? Or to set it to the same item?
- Sat Oct 11, 2025 10:59 am
- Forum: Bug Reports
- Topic: [1.1.106] Blueprint with relative grid set sometimes shows absolute grid behavior
- Replies: 7
- Views: 2126
Re: [1.1.106] Blueprint with relative grid set sometimes shows absolute grid behavior
I've also seen this issue, but I've never been able to track it down precisely. It seems to be related to:
- picking a relative blueprint
- after picking, dropping, or creating an absolute blueprint, or maybe some other item
The symptom is that relative blueprints that are meant to tile end up ...
- picking a relative blueprint
- after picking, dropping, or creating an absolute blueprint, or maybe some other item
The symptom is that relative blueprints that are meant to tile end up ...
- Wed Sep 17, 2025 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.43] Rail signals cannot be super force placed on oil ocean
- Replies: 13
- Views: 3540
- Wed Sep 10, 2025 5:49 pm
- Forum: Assigned
- Topic: [Strangepan] [2.0.60][macOS] Restart after updating mods leaves a hung factorio window behind
- Replies: 3
- Views: 741
- Wed Sep 10, 2025 5:48 pm
- Forum: Duplicates
- Topic: [2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
- Replies: 3
- Views: 506
Re: [2.0.66] [Mac] Restarting the game when in fullscreen doesn't close the "space"
Looks like a duplicate of viewtopic.php?p=677061
- Sat Sep 06, 2025 7:33 am
- Forum: Bug Reports
- Topic: [2.0.66] display panel text changes get lost if you change anything else
- Replies: 2
- Views: 628
- Sat Aug 09, 2025 12:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [2.0.31] Display panel settings don't update immediately, like all other combinator/display items
- Replies: 4
- Views: 2795
Re: [Tobias] [2.0.31] Display panel settings don't update immediately, like all other combinator/display items
It appears the bug in this fix is now also fixed: viewtopic.php?t=130153
- Sat Jul 26, 2025 2:44 am
- Forum: Assigned
- Topic: [Strangepan] [2.0.60][macOS] Restart after updating mods leaves a hung factorio window behind
- Replies: 3
- Views: 741
Re: [2.0.60][macOS] Restart after updating mods leaves a hung factorio window behind
(And the forums don't wait for image uploads before posting!)
- 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: 741
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.
- 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: 741
[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 ...
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 ...
- 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: 4
- Views: 444
[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 ...
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 ...
- Mon Jun 23, 2025 11:16 pm
- Forum: Duplicates
- Topic: [2.0.58] Cannot super force build rail signal over some belt location
- Replies: 1
- Views: 484
Re: [2.0.58] Cannot super force build rail signal over some belt location
This sounds similar to viewtopic.php?p=673588
- 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: 423
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.
- 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: 423
[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 ...
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 ...
- 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: 3540
Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
Sounds like a surprising behaviour, and poor UX. Something worth fixing?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.