Search found 86 matches

by sben
Wed Feb 04, 2026 6:28 pm
Forum: Bug Reports
Topic: [2.0.73] Breaks in technology tree visualisation
Replies: 0
Views: 168

[2.0.73] Breaks in technology tree visualisation

I noticed some modded and unmodded technologies have their preceding technologies shown with shifts in the tree.

See the picture (from a factorio map with no mods other than the official space age):

technology-tree-break.png


Notice the shift above the blue science that has no obvious reason ...
by sben
Tue Feb 03, 2026 10:19 am
Forum: Duplicates
Topic: [2.0.62] No entry or exit automatic underground belt when building over empty space
Replies: 2
Views: 483

Re: [2.0.62] No entry or exit automatic underground belt when building over empty space

As of 2.0.73 this is still an issue and quite annoying when transport lines (belts) get erroneously connected where they shouldn't, causing unexpected item mixing.

It's not clear to me whether this issue is tracked anywhere as an open bug.
by sben
Thu Jan 29, 2026 1:05 am
Forum: Bug Reports
Topic: [2.0.73] Picking fuel out of trains does not work and causes invalid game state when inventory full
Replies: 0
Views: 246

[2.0.73] Picking fuel out of trains does not work and causes invalid game state when inventory full

Look at the following video:

https://forums.factorio.com/download/file.php?mode=view&id=110406

Player inventory is full. One can still pick items out of building into the player's hand to place it somewhere else.

When trying to pick fuel out of the train, two unexpected things happen:

1 ...
by sben
Sun Jan 25, 2026 5:41 pm
Forum: Assigned
Topic: [Kovarex] [2.0.72] automatic underground belts do not take undergrund belt ghosts into account
Replies: 0
Views: 124

[Kovarex] [2.0.72] automatic underground belts do not take undergrund belt ghosts into account

When manually dragging belts over existing underground belt ghosts, the entry underground belt is jumped over / ignored while the exit underground belt is being built.

See the video:

https://forums.factorio.com/download/file.php?mode=view&id=110314

Expected behaviour:
Use the existing ...
by sben
Wed Oct 01, 2025 1:03 am
Forum: Minor issues
Topic: [2.0.62] Pipette does not work on all signals
Replies: 4
Views: 1025

Re: [2.0.62] Pipette does not work on all signals

Now I see this might qualify better as feature request than bug...

How would some solution be like when [Q]-ing a signal, the player gets a new intermediate item type that resolves to:
- to the original [Q]-ed item if placed into a signal slot
- otherwise unchanged behaviour, e.g.:
-- to the ...
by sben
Thu Aug 07, 2025 7:13 pm
Forum: Ideas and Suggestions
Topic: Do not rotate buildings when upgrading quality
Replies: 0
Views: 363

Do not rotate buildings when upgrading quality

When trying to place same quality production building over an existing one, the rotation cannot be changed (except for e.g. belts).

When placing better quality buildings over them (e.g. upgrading chemical plants), the building might get rotated, that might break up the existing connections, e.g. in ...
by sben
Thu Aug 07, 2025 4:06 pm
Forum: Not a bug
Topic: [2.0.62] Buidlings might get rotated when placing better quality variant over it
Replies: 1
Views: 465

[2.0.62] Buidlings might get rotated when placing better quality variant over it

When trying to place same quality production building over an existing one, the rotation cannot be changed (except for e.g. belts).

When placing better quality buildings over them (e.g. upgrading chemical plants), the building might get rotated, that might break up the existing connections, e.g. in ...
by sben
Thu Aug 07, 2025 3:50 pm
Forum: Duplicates
Topic: [2.0.62] Minimap is black when on Fulgora
Replies: 1
Views: 458

[2.0.62] Minimap is black when on Fulgora

Reproducibly even after restarting the game, the minimap in the remote viewer is completely black when being on fulgora.
It works as expected on Nauvis and space platforms.

https://forums.factorio.com/download/file.php?mode=view&id=106511

https://forums.factorio.com/download/file.php?mode=view ...
by sben
Thu Aug 07, 2025 12:12 pm
Forum: Duplicates
Topic: [2.0.62] Cannot place ghosts over spaceship wreck parts
Replies: 1
Views: 358

[2.0.62] Cannot place ghosts over spaceship wreck parts

Cannot place ghost over spaceship wrecks, neither by simply holding [Shift] nor when forced overbuilding.

Expected to be able to build ghost over it at least when forced overbuilding.
Screenshot from 2025-08-07 14-07-46.png
Screenshot from 2025-08-07 14-07-46.png (319.22 KiB) Viewed 358 times
by sben
Thu Aug 07, 2025 11:49 am
Forum: Ideas and Suggestions
Topic: Blueprint recipes overview
Replies: 0
Views: 335

Blueprint recipes overview

I mostly set the blueprint icon based on the recipes used (otherwise based on the products produced) - I think this makes sense and many people do this. Two blueprints showing the default assembler icon cannot be distinguished easily.

When selecting the blueprint icons, it would be nice to have the ...
by sben
Wed Aug 06, 2025 4:34 pm
Forum: Ideas and Suggestions
Topic: Fulgora storm coverage overview
Replies: 2
Views: 668

Re: Fulgora storm coverage overview

opposed to many other requests, this should be quite easy to implement without real downsides, I think - one could either show this when turret coverage is on or create a new toggle switch.
by sben
Wed Aug 06, 2025 2:27 pm
Forum: Pending
Topic: [2.0.21] Train slot request gets sometimes splitted up into multiple requests if train gets outside logistic network
Replies: 2
Views: 1163

Re: [2.0.21] Train slot request gets sometimes splitted up into multiple requests if train gets outside logistic network

I moved away from using setups like that - the very few times I have done this again, I could not observe this behaviour anymore, but since it happened only rarely, I cannot fully confirm the issue is gone. I would consider closing this issue and reopening if anyone observes this again.
by sben
Wed Aug 06, 2025 2:09 pm
Forum: Assigned
Topic: [Genhis][2.0.52] Red cross in empty slot
Replies: 5
Views: 1916

Re: [Genhis][2.0.52] Red cross in empty slot

seems to be the same issue as reported here 121577 in the threads
by sben
Wed Aug 06, 2025 2:05 pm
Forum: Duplicates
Topic: [2.0.62] No entry or exit automatic underground belt when building over empty space
Replies: 2
Views: 483

[2.0.62] No entry or exit automatic underground belt when building over empty space

See the lower structures in this video (space between belts and chest+pipe):

https://forums.factorio.com/download/file.php?mode=view&id=106488

I think this is connected to https://forums.factorio.com/129585 (upper structure - building over the chest). but there it was reported Off-Topic, this ...
by sben
Wed Aug 06, 2025 1:28 pm
Forum: Assigned
Topic: [kovarex][2.0.62] Undo of automatic underground belt is broken
Replies: 0
Views: 576

[kovarex][2.0.62] Undo of automatic underground belt is broken

Expectation:

When undoing automatic underground belt placement, either
- all belt before, after and inclusive the underground
- only the belts after the underground
- the underground and the belts after it
get removed.

Experienced behaviour:

The entry and exit underground belt are removed in ...
by sben
Wed Aug 06, 2025 1:11 pm
Forum: Assigned
Topic: [Kovarex] [2.0.58] Underground belt ghost removed when none are present in inventory
Replies: 2
Views: 1108

Re: [2.0.58] Underground belt ghost removed when none are present in inventory

off topic
by sben
Wed Aug 06, 2025 11:42 am
Forum: Minor issues
Topic: [2.0.17] Fully Invisible Copper Wire In Niche Situation
Replies: 3
Views: 1279

Re: [2.0.17] Fully Invisible Copper Wire In Niche Situation

Previously this happened sometimes and was not a big issue - but I think something changed and the issue got somewhat more relevant, see 130172
by sben
Sun Aug 03, 2025 8:38 pm
Forum: Ideas and Suggestions
Topic: Making game icons [Alt+Click]-able
Replies: 0
Views: 331

Making game icons [Alt+Click]-able

TL;DR

[Alt+Click] on game icons

Longer version

I have often the case wanting to see the Factoriopedia entry of game items after seeing them referenced as game icons shown in text environments.

I would like to be able to use [Alt+Click] on these icons.

This can be more relevant if playing ...
by sben
Sun Aug 03, 2025 8:22 pm
Forum: Duplicates
Topic: [2.0.62] Power transmission lines between electric poles not getting rendered/drawn
Replies: 1
Views: 531

[2.0.62] Power transmission lines between electric poles not getting rendered/drawn

I remember having the issue previously affecting only few of the zoom levels.

Now I often have power lines that do not show up at more than the half of the available zoom levels.

These are somewhat disruptive, since poles don't always connect - e.g. if placing a pole where all poles in range ...
by sben
Sun Aug 03, 2025 8:07 pm
Forum: Minor issues
Topic: [2.0.62] Pipette does not work on all signals
Replies: 4
Views: 1025

[2.0.62] Pipette does not work on all signals


When working with electric network components, one can pick active signals with [Q] to quickly select them for setting them as input and output conditions on the combinator.


cannot-q-signals-2.png


This seems to work for almost any signal, but there are a few that don't work.
In the picture ...

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