Search found 460 matches
- Mon Jun 09, 2025 11:52 am
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 13
- Views: 2687
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
The non-default covers are saved per-tile. In the "not-works" save, you paved over (some) natural ice, but not over ice-platfrom, that's why the autofill failed
In this case, could it not take a guess and take the first coverable tile instead of failing? Just like when you pipette some ores it ...
- Thu Jun 05, 2025 7:28 pm
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 13
- Views: 2687
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
To mitigate this issue, the game substitutes the last used cover tile as a proxy for default tile cover for the covered tile (per surface per force).
Could this be adjusted to be per player per surface per force? We are running into this in our Space Exploration closed-testing where players ...
- Tue May 27, 2025 10:05 am
- Forum: Duplicates
- Topic: [2.0.52] Roboport energy buffer never 100% full depending on entity placement order
- Replies: 1
- Views: 234
[2.0.52] Roboport energy buffer never 100% full depending on entity placement order
What
The energy of a modded roboport is never 100% full when connected to multiple networks, where the closest network is unpowered. It's always off by the energy drain per tick.
We ran into this with AAI Signal Tranmission where the transceivers are roboports, and we periodically check if the ...
The energy of a modded roboport is never 100% full when connected to multiple networks, where the closest network is unpowered. It's always off by the energy drain per tick.
We ran into this with AAI Signal Tranmission where the transceivers are roboports, and we periodically check if the ...
- Mon May 26, 2025 7:25 am
- Forum: Questions, reviews and ratings
- Topic: Offshore pump - all known releases after 2.0
- Replies: 1
- Views: 249
Re: Offshore pump - all known releases after 2.0
This sounds like a bug with the waterfill mod, you need to post it there.
- Sun May 25, 2025 9:49 am
- Forum: Technical Help
- Topic: Do I have the Space Age?
- Replies: 9
- Views: 522
Re: Do I have the Space Age?
If you want to end this mild embarassment...
That's not a very nice thing to say :)
My apologies 😅 I didn't mean to offend — just surprised to see such basic questions like: "how to install a game I just purchased?" on the official forum.
Yeah it's easy to forget that not everyone has ...
- Sun May 25, 2025 9:28 am
- Forum: Technical Help
- Topic: Do I have the Space Age?
- Replies: 9
- Views: 522
Re: Do I have the Space Age?
Are you sure you downloaded it? Did you enable the mods in the Mods menu?techi wrote: Sun May 25, 2025 7:58 am This is what says it. I am confus. My research tree says NOT space age. I bought the Space Age right now. What is going on?
That's not a very nice thing to say

- Fri May 23, 2025 10:36 am
- Forum: Ideas and Suggestions
- Topic: Show `Obtained by launching X` in Factoriopedia
- Replies: 0
- Views: 191
Show `Obtained by launching X` in Factoriopedia
What
In Factoriopedia show when an item is the rocket launch product of some other item. An good example of this is the base game's science packs. You can see that the satellite has a rocket launch product "Space Science", but when clicking on "Space Science" the only way we know that it can be ...
In Factoriopedia show when an item is the rocket launch product of some other item. An good example of this is the base game's science packs. You can see that the satellite has a rocket launch product "Space Science", but when clicking on "Space Science" the only way we know that it can be ...
- Mon May 19, 2025 9:47 am
- Forum: Ideas and Suggestions
- Topic: Tanks shouldn't bump into spidertrons following them
- Replies: 3
- Views: 344
Re: Tanks shouldn't bump into spidertrons following them
A workaround is to add this modded equipment to your tank. Then you don't need the spider for vision 
https://mods.factorio.com/mod/radar-equipment

https://mods.factorio.com/mod/radar-equipment
- Wed May 14, 2025 2:53 pm
- Forum: Modding interface requests
- Topic: Add basic_settings to MapSettings
- Replies: 1
- Views: 207
Re: Add basic_settings to MapSettings
+1 yes please. This is really not a nice player experience. And many players will still miss this setting. I did the first time I played SE.
- Mon May 12, 2025 12:01 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 5340
Re: Version 2.0.48
If you want to play with the new valve prototypes then check out the Valves mod ! It now uses the new prototypes provided by the game engine. Additionally it allows you to easily configure the threshold in-game for every valve you place (based on some default settings), whereas the vanilla valves ...
- Fri May 09, 2025 2:44 pm
- Forum: Duplicates
- Topic: [2.0.47] Tooltip showing wrong with mod owners and scrollbar
- Replies: 1
- Views: 122
[2.0.47] Tooltip showing wrong with mod owners and scrollbar
What
The tooltip in this instance does not show correctly when the "Show mod owners in tooltips" is selected.
It seems to show up when the new scroll bar appears. It happened on my screen due to 125% interface, but also reproducable on 100% interface scale if I make the window smaller. If make ...
The tooltip in this instance does not show correctly when the "Show mod owners in tooltips" is selected.
It seems to show up when the new scroll bar appears. It happened on my screen due to 125% interface, but also reproducable on 100% interface scale if I make the window smaller. If make ...
- Thu May 01, 2025 7:07 am
- Forum: Modding interface requests
- Topic: Reduce overhead of LuaEntity::get_signals with parameter if_modified_since
- Replies: 2
- Views: 219
- Sat Apr 26, 2025 1:58 pm
- Forum: Modding interface requests
- Topic: Add flexibility for SpacePlatformHub
- Replies: 2
- Views: 204
Re: Add flexibility for SpacePlatformHub
+1
Would be nice if it's extended to the Landing Pad too. I would make a mod to disable logistcs of the landing pads. I don't like using bots moving bulk items for sciences, etc, but the landing pad being always connected makes this a little tricky.
Would be nice if it's extended to the Landing Pad too. I would make a mod to disable logistcs of the landing pads. I don't like using bots moving bulk items for sciences, etc, but the landing pad being always connected makes this a little tricky.
- Mon Apr 21, 2025 7:10 pm
- Forum: Modding interface requests
- Topic: Expand ConfigurationChangedData with migrated prototype names
- Replies: 0
- Views: 150
Expand ConfigurationChangedData with migrated prototype names
What
Expand ConfigurationChangedData with a table containing any prototype migrations that occured due to the json migrations.
Why
This is to support mods that need to save prototype names in `storage` that would need to be migrated. Especially for, things like SignalID . There's no way to ...
Expand ConfigurationChangedData with a table containing any prototype migrations that occured due to the json migrations.
Why
This is to support mods that need to save prototype names in `storage` that would need to be migrated. Especially for, things like SignalID . There's no way to ...
- Fri Apr 18, 2025 7:40 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 36
- Views: 3972
Re: Request: Move recycling recipe generation to data-final-fixes
I want to +1 this Won't Implement so that it might be reconsidered for 2.1 whenever it releases.
Ideally the recipe generation should occur where it's most useful for the developers and for most modders. I think for the the developers it doesn't make much of a difference, but for most modders it ...
Ideally the recipe generation should occur where it's most useful for the developers and for most modders. I think for the the developers it doesn't make much of a difference, but for most modders it ...
- Mon Apr 07, 2025 6:43 pm
- Forum: Releases
- Topic: Version 2.0.44
- Replies: 15
- Views: 10539
Re: Version 2.0.44
Thanks!The remote view controller now supports enabling and disabling flashlight.

- Sat Mar 22, 2025 6:08 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] CombinatorPrototype::*_light runtime crash with ommitted optional properties
- Replies: 1
- Views: 1074
[boskid][2.0.42] CombinatorPrototype::*_light runtime crash with ommitted optional properties
What
All combinators prototypes have optional lights that can be defined. If you don't define them in your prototype then the game loads fine as you would expect. Placing these combinators are also fine, but as soon as there's activity it causes a crash.
C:\Users\build\AppData\Local\Temp ...
All combinators prototypes have optional lights that can be defined. If you don't define them in your prototype then the game loads fine as you would expect. Placing these combinators are also fine, but as soon as there's activity it causes a crash.
C:\Users\build\AppData\Local\Temp ...
- Tue Mar 04, 2025 1:35 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::zoom very limited compared to 1.1
- Replies: 15
- Views: 2641
Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
+1
Additionally, could the `chart_mode_cutoff` also be configurable with this new API? Meaning the zoom level at which the chart is drawn. This is currently only possible with the Cutscene Controller.
Additionally, could the `chart_mode_cutoff` also be configurable with this new API? Meaning the zoom level at which the chart is drawn. This is currently only possible with the Cutscene Controller.
- Sun Mar 02, 2025 1:51 pm
- Forum: Implemented mod requests
- Topic: Set default runtime tint during datastage for spider-vehicle
- Replies: 1
- Views: 787
Re: Set default runtime tint during datastage for spider-vehicle
Implemented for the next release.
- Mon Feb 24, 2025 9:51 am
- Forum: Resolved Requests
- Topic: remove the auxilary migrations example
- Replies: 9
- Views: 1460
Re: remove the auxilary migrations example
I agree with Quezler. Ideally the example code should be changed to something that might not confuse new modders.