Thank you so much!
Did viewtopic.php?p=675179#p675179 get fixed at the same time?
Search found 79 matches
- 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: 2793
- 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: 580
- 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: 398
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: 494
- 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: 2575
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: 580
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: 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.
- 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 ...
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: 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 ...
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: 415
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: 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.
- 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 ...
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: 2793
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.
- 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.
My workaround was to add a laser turret to each roboport, then biters just get killed while expanding my base.
- Sat May 31, 2025 12:43 am
- Forum: Not a bug
- Topic: [2.0.47] Artillery Turret Doesn't Display Range Overlay When In Cursor (As Ghost Or Actual Item)
- Replies: 4
- Views: 870
Re: [2.0.47] Artillery Turret Doesn't Display Range Overlay When In Cursor (As Ghost Or Actual Item)
This should have been fixed in 2.0.48:
viewtopic.php?p=670569#p670569
Except maybe for ghost turrets that have already been placed:
viewtopic.php?p=671854&hilit=turret+range#p671854
viewtopic.php?p=670569#p670569
Except maybe for ghost turrets that have already been placed:
viewtopic.php?p=671854&hilit=turret+range#p671854
- 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?)
(Does adding more/faster ingredient inserters also help?)
- 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.
As a workaround, you could put the parameter on the right?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.
- 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
- 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 ...
- 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 ...
There are two typical use cases here:
- pasting a platform over an empty hub: the goal building the platform. So building ghosts should be ...