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 ...
Search found 86 matches
- Wed Feb 04, 2026 6:28 pm
- Forum: Bug Reports
- Topic: [2.0.73] Breaks in technology tree visualisation
- Replies: 0
- Views: 168
- 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.
It's not clear to me whether this issue is tracked anywhere as an open bug.
- 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 ...
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 ...
- 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 ...
See the video:
https://forums.factorio.com/download/file.php?mode=view&id=110314
Expected behaviour:
Use the existing ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
Expected to be able to build ghost over it at least when forced overbuilding.
- 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 ...
When selecting the blueprint icons, it would be nice to have the ...
- 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.
- 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.
- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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
- 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
- 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 ...
[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 ...
- 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 ...
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 ...
- 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 ...