Also encountered this bug, and noticed it applies to any "landfill" like tile including foundation on lava or oil and ice platforms and concrete on Aquilo.
Attached some images.
Search found 8 matches
- Sun Jan 05, 2025 5:01 am
- Forum: Assigned
- Topic: [Lou]Extra Unnecessary Landfill under non-constructed miner
- Replies: 1
- Views: 533
- Sun Jan 05, 2025 4:53 am
- Forum: Duplicates
- Topic: Force Building Mining Machines from Clipboard onto Invalid Tile Creates Landfill Ghost
- Replies: 1
- Views: 216
Force Building Mining Machines from Clipboard onto Invalid Tile Creates Landfill Ghost
If you attempt to force or super force build a mining machine from your clipboard onto a non-buildable surface, the appropriate ghost landfill is placed below the miner, even if the miner is not placeable in that spot. This applies to any "landfill" like tile including foundation, ice platform, and ...
- Sun Dec 08, 2024 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Factoriopedia and/or debug view for entity heating_energy
- Replies: 1
- Views: 985
Re: Factoriopedia and/or debug view for entity heating_energy
Seconded, heat consumption is really unintuitive right now.
My first time on Aquilo, I used undergrounds everywhere possible assuming less tiles would equal less heat consumption. While it makes sense for balancing and encouraging thoughtful base design IF the player understands this mechanic, this ...
My first time on Aquilo, I used undergrounds everywhere possible assuming less tiles would equal less heat consumption. While it makes sense for balancing and encouraging thoughtful base design IF the player understands this mechanic, this ...
- Tue Dec 03, 2024 2:13 am
- Forum: Not a bug
- Topic: [2.0.21] "Auto request missing construction materials" requests zero items
- Replies: 6
- Views: 1114
Re: [2.0.21] "Auto request missing construction materials" requests zero items
Seconded that I would like to see this indicated somewhere in the gui. It makes perfect sense now that I know the logic behind it but was confused by this behavior at first and also thought it was a bug. Maybe an addition to the hover tooltip or item/itembox that indicated the '0' request is temporary
- Sun Nov 24, 2024 8:11 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 40769
Re: Friday Facts #438 - Space Age wrap up
So long and thanks for all the iron plates
Edit: I just realized if we all keep submitting bug reports Factorio dev can continue indefinitely

Edit: I just realized if we all keep submitting bug reports Factorio dev can continue indefinitely


- Tue Nov 19, 2024 5:00 am
- Forum: Ideas and Suggestions
- Topic: Unobtrusive Alt Mode
- Replies: 4
- Views: 689
Re: Unobtrusive Alt Mode
After some experimentation I found that generally a center aligned bottom icon looks best on most machines and compared to a left or right align just "feels right". I found this does create some issues with input overlap for fluid machines with input in the middle though I found for these models you ...
- Thu Nov 14, 2024 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow Parallel Research
- Replies: 9
- Views: 1592
Re: Allow Parallel Research
This seems like it would be tricky to implement in a way that is intuitive to the user without cluttering the research UI. What I would suggest instead is an option where if a lab doesn't have all the science packs to research the currently research, it checks the next item in the queue and starts ...
- Thu Nov 14, 2024 7:05 pm
- Forum: Ideas and Suggestions
- Topic: Unobtrusive Alt Mode
- Replies: 4
- Views: 689
Unobtrusive Alt Mode
I am in love with the new machine animations, but due to alt mode practically being a requirement I almost never get to see the animations unless I stop what I am doing and turn off alt mode briefly to appreciate them.
I would love the option for an "Unobtrusive" alt mode where recipe icons are ...
I would love the option for an "Unobtrusive" alt mode where recipe icons are ...