Video of motion at normal speed: In addition to the fog now being stretched beyond recognition, the background asteroid chunks (one circled below) are now super blocky as well.
Search found 365 matches
- Sat Mar 07, 2026 6:31 pm
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 1129
Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
I let it cook overnight at 1200 UPS. Things got ... interesting 
Video of motion at normal speed: In addition to the fog now being stretched beyond recognition, the background asteroid chunks (one circled below) are now super blocky as well.
Video of motion at normal speed: In addition to the fog now being stretched beyond recognition, the background asteroid chunks (one circled below) are now super blocky as well.
- Sat Mar 07, 2026 1:35 am
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 1129
Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
...
It seems that if you let it go long enough, not only does the fog texture stretch, but the 'background' asteroid chunks begin skipping around as well. Probably the same effect but with a different counter, which takes longer to climb (since the chunks scroll downward more slowly):
2026-03 ...
- Fri Mar 06, 2026 6:40 pm
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 1129
Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
I edited the map, deleting all other surfaces and leaving just the Aquilo ship set to bounce between planets at game.speed=30. That should accelerate the repro to within a few hours. I'll test here to confirm, and can then use this same save to test any patches. Here's the save (you'll need to drop ...
- Fri Mar 06, 2026 1:47 am
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 1129
Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
Is there anything I need to do? The platform is currently paused when I load it.
I'm not sure if having it unpaused or not matters for the bug, but the two times that I have repro-d the issue, the platform was unpaused. I only paused it around the time of the save so that I could grab the video ...
- Thu Mar 05, 2026 6:26 pm
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 1129
Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
Can you upload the save file you're using?
Sure thing. Attached. This save is running with Factorio (now 2.0.76) in a maximized window (not full screen), which is typically minimized overnight, with the system display allowed to sleep (since Factorio normally forces the display to stay awake ...
- Wed Mar 04, 2026 4:47 pm
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 1129
Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
After running overnight the stuttery animation is starting to present. Note the fog layer intermittently stalls and then skips ahead as you step through frames. The behavior feels like there is some integer rounding related to the fog position that is amplified as the game progresses over time.
It ...
It ...
- Wed Mar 04, 2026 3:28 am
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 1129
Re: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
How can I reproduce this?
I had the game running for over a week before I noticed the effect get obvious enough to troubleshoot. Restarting Factorio and loading the save does not repro, so that will do no good here. I took the opportunity to update drivers to the newest 595.71 and start from a ...
- Tue Mar 03, 2026 7:35 pm
- Forum: Fixed for 2.1
- Topic: [2.0.75] Space platform fog layer stretches vertically / animation skips over time
- Replies: 13
- Views: 1129
[2.0.75] Space platform fog layer stretches vertically / animation skips over time
I've noted that the space platform fog layer skips by a larger number of vertical pixels over time, and the graphic itself also gets stretched out vertically. The skips are most noticeable when the ship has stopped, where the animation would normally be very slowly (and smoothly) scrolling downward ...
- Thu Dec 11, 2025 11:23 pm
- Forum: Not a bug
- Topic: [2.0.72] Host Game does not offer to sync mods
- Replies: 2
- Views: 465
Re: [2.0.72] Host Game does not offer to sync mods
Interesting. Bilka's reply suggested that was what was corrected in the prior fix.
The context of the other thread suggested it was fixing the behavior quoted (in that thread), but assuming it only fixed the 'Continue: Host' behavior, then that leaves this as an even larger inconsistency, as the ...
The context of the other thread suggested it was fixing the behavior quoted (in that thread), but assuming it only fixed the 'Continue: Host' behavior, then that leaves this as an even larger inconsistency, as the ...
- Thu Dec 11, 2025 5:02 pm
- Forum: Not a bug
- Topic: [2.0.72] Host Game does not offer to sync mods
- Replies: 2
- Views: 465
[2.0.72] Host Game does not offer to sync mods
When hosting a save and the mods are out of sync with the save, the user is no longer prompted to sync them.
This is a regression of 107900 , which addressed the following sequence of events to reproduce:
Here's what I did:
- I have some mods enabled
- I chose multiplayer -> host saved game
- I ...
This is a regression of 107900 , which addressed the following sequence of events to reproduce:
Here's what I did:
- I have some mods enabled
- I chose multiplayer -> host saved game
- I ...
- Sun Jan 05, 2025 2:32 am
- Forum: Not a bug
- Topic: Items on space platform belts are lost when the belt is mined
- Replies: 12
- Views: 6417
Re: Items on space platform belts are lost when the belt is mined
So, I'd like 'free' stuff to disapear and don't trash my hub, but obviously not quantum chips.
I think it would make the most sense / simplest implementation for only asteroids themselves to be destroyed, as those are the things that would quickly fill the hub space. Most other things the ...
- Thu Jan 02, 2025 10:17 pm
- Forum: Not a bug
- Topic: Items on space platform belts are lost when the belt is mined
- Replies: 12
- Views: 6417
Re: Items on space platform belts are lost when the belt is mined
The reasoning I was given is: those items are theoretically collected and built from asteroid chunks and will simply be re-built as more chunks show up. Filling the hub with them would add annoyance.
This would make sense if only asteroid derived items were destroyed, but so is anything else ...
- Thu Dec 05, 2024 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Production Statistic Groups
- Replies: 2
- Views: 1063
Re: Production Statistic Groups
I've run into this myself, but mostly typing the same search in each time I reopen the production stats box. Items which are selected / deselected are saved. It would also be handy if the previous search entry remained until it was cleared (as well as the global statistics checkbox and quality ...
- Thu Dec 05, 2024 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
- Replies: 11
- Views: 5764
Re: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
I believe this was fully resolved in .22/.23.
It is in “resolved for next release” which has not gone out yet.
Understood. Seems odd though as I had a setup that appeared to be triggering this bug, and on .23 I've switched that setup back over to stack inserters and have not yet repro'd ...
- Thu Dec 05, 2024 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Production/consumption stats of Fluoroketone are missing / inconsistent with similar processes.
- Replies: 2
- Views: 2671
[boskid][2.0.23] Production/consumption stats of Fluoroketone are missing / inconsistent with similar processes.
- Fluoroketone production stats appear to be broken. The player can not determine over/underproduction via production stats.
- This is inconsistent with similar net consumption / production processes (Kovarex Enrichment, Coal Liquefaction) which properly report the net production stats where ...
- This is inconsistent with similar net consumption / production processes (Kovarex Enrichment, Coal Liquefaction) which properly report the net production stats where ...
- Wed Dec 04, 2024 5:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
- Replies: 11
- Views: 5764
Re: [Rseding91] [2.0.11] Stack inserter deadlocks with containers
I believe this was fully resolved in .22/.23.
- Wed Dec 04, 2024 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 1191
Re: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
Looks like .23 might have fixed the behavior. Will continue to monitor.
- Tue Dec 03, 2024 6:42 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 1191
Re: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
You are on an outdated version, if you can reproduce this in at least 2.0.21 post a save file please, see https://forums.factorio.com/3638.
Appears I spoke too soon. Was able to repro on .21 - it just took some time to recur. While the bots will path correctly if they are going somewhere, they ...
- Sun Dec 01, 2024 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
- Replies: 5
- Views: 1191
Re: [2.0.20] bot turn back is out of sync on remote clients. also not pathing over lakes per FFF 374
You are on an outdated version, if you can reproduce this in at least 2.0.21 post a save file please, see https://forums.factorio.com/3638.
Display sync issue is fixed in .21 but the pathing issue persists. Want me to submit that as a separate bug or edit this one?
*edit* disregard, it's still ...
- Sun Dec 01, 2024 6:20 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 207
- Views: 110705
Re: The order of construction
I think you are severely underestimating the amount of optimization that has gone into bots already. I think you should also research first how things work and why, and what is already planned for 2.0 before making threads like this.
And yet the behavior remains identical in 2.0, despite said ...