Search found 4424 matches
- Sun Mar 29, 2026 8:31 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Drag-building Requester chests with "Set requests" in the Editor sometimes produces multiple undo actions
- Replies: 1
- Views: 231
Re: [2.0.76] Drag-building Requester chests with "Set requests" in the Editor sometimes produces multiple undo actions
Thanks for the report. Issue is now fixed for 2.1.
- Sun Mar 29, 2026 6:48 pm
- Forum: Not a bug
- Topic: [2.0.75] Rolling stock of enemy forces will connect
- Replies: 4
- Views: 506
Re: [2.0.75] Rolling stock of enemy forces will connect
I will make an executive decision here and claim this is Not a bug.
Rationale for this is that even if enemy forces would be required to not connect, there is a high expectation due to mods that rolling stocks of friendly forces would connect (some mods are abusing friendly forces for approving ...
Rationale for this is that even if enemy forces would be required to not connect, there is a high expectation due to mods that rolling stocks of friendly forces would connect (some mods are abusing friendly forces for approving ...
- Sun Mar 29, 2026 6:35 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Fluid box energy source makes boiler non flippable
- Replies: 1
- Views: 297
Re: [2.0.76] Fluid box energy source makes boiler non flippable
Thanks for the report. I will consider this a duplicate of 131736 which is already fixed for 2.1. Reproduction is verified as fixed.
- Sun Mar 29, 2026 6:31 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
- Replies: 4
- Views: 417
Re: [2.0.73] Flipping splitter moves items in output to wrong lane
Ok, for 2.1 i made splitter flipping to move items between some lines (swap between outer lines and swap between inner lines) but items stay on the input and output sides across flips which means if item was already on the output side, after flip it will remain on the output even if the output is ...
- Sun Mar 29, 2026 4:52 pm
- Forum: Fixed for 2.1
- Topic: [boskid][2.0.69] inserter with fluid power source is not flippable
- Replies: 2
- Views: 1237
Re: [boskid][2.0.69] inserter with fluid power source is not flippable
Thanks for the report. Issue is now fixed for 2.1.
- Sun Mar 29, 2026 3:00 pm
- Forum: Fixed for 2.1
- Topic: [boskid][2.0.23] Identical recipe categories in the games protypes
- Replies: 4
- Views: 1665
Re: [boskid][2.0.23] Identical recipe categories in the games protypes
Given that recipe categories were cleaned up for 2.1, i am considering this fixed.
- Sat Mar 21, 2026 6:10 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] StatelessVisualisation unit animation speed
- Replies: 3
- Views: 311
Re: [2.0.76] StatelessVisualisation unit animation speed
Issue is now fixed for 2.1: entities with unit number will use seed based on unit number, not based on position.
- Sat Mar 21, 2026 5:31 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] StatelessVisualisation unit animation speed
- Replies: 3
- Views: 311
Re: [2.0.76] StatelessVisualisation unit animation speed
Stateless visualisations are using a hash based on entity's position to randomize appearence of entities at different positions. This however means that stateless visualisations are pretty much useless for moving entities since by changing position they will get different animation seed causing the ...
- Fri Mar 20, 2026 9:11 pm
- Forum: Not a bug
- Topic: Unable to move / remove items
- Replies: 1
- Views: 182
Re: Unable to move / remove items
Given that this game is modded and you have at least 1 mod enabled that i know is capable of pausing entity tick, i will move this to Not a bug.
Specifically i know that `helmod` can pause entity tick. You can press `U` to open one of helmod's gui which unpauses tick.
Specifically i know that `helmod` can pause entity tick. You can press `U` to open one of helmod's gui which unpauses tick.
- Mon Mar 16, 2026 9:41 am
- Forum: Fixed for 2.1
- Topic: [2.0.73] Inconsistent parameterise of display panel
- Replies: 1
- Views: 502
Re: [2.0.73] Inconsistent parameterise of display panel
Thanks for the report. Issue is now fixed for 2.1.
It looks that parametrization was not fully implemented during 119866 as it only covers text inside of a display panel but not when the text is provided by the control behavior attached to a display panel.
It looks that parametrization was not fully implemented during 119866 as it only covers text inside of a display panel but not when the text is provided by the control behavior attached to a display panel.
- Sun Mar 15, 2026 4:26 am
- Forum: Outdated/Not implemented
- Topic: Adding modules to building should not wait for building to be constructed
- Replies: 5
- Views: 494
Re: Adding modules to building should not wait for building to be constructed
No. This would cause bots to have to wait until building is placed and if there are no items that place building that robot with modules would be stuck or more complexity would be needed with robots task scheduling.
- Sat Mar 07, 2026 9:37 am
- Forum: Not a bug
- Topic: Assembling Machines showing multiple fluid inputs on a 1 fluid recipe
- Replies: 1
- Views: 274
Re: Assembling Machines showing multiple fluid inputs on a 1 fluid recipe
I am not seeing any bugs here, some mods added second fluid and possibly the same mods added second fluid box to assemblers to make those recipes craftable. Given this is modded and there was no save file provided i am going to throw this to Not a bug.
Even in base game there are some machines that ...
Even in base game there are some machines that ...
- Fri Mar 06, 2026 7:22 pm
- Forum: Bug Reports
- Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
- Replies: 3
- Views: 328
- Fri Mar 06, 2026 5:46 am
- Forum: Modding interface requests
- Topic: Some way of obtaining which pipe connections are enabled/disabled on a crafting machine
- Replies: 2
- Views: 289
- Wed Mar 04, 2026 11:41 am
- Forum: Fixed for 2.1
- Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
- Replies: 4
- Views: 417
Re: [2.0.73] Flipping splitter moves items in output to wrong lane
I am considering this to be minor enough to not need this to be fixed at that moment. There was already some attempts at doing something similar and it was causing problems (https://forums.factorio.com/119271). What you are describing as "expected" suggests that items that were on top-right should ...
- Tue Mar 03, 2026 12:08 pm
- Forum: Implemented mod requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 5
- Views: 1320
Re: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
I am considering this implemented for 2.1.
- Mon Mar 02, 2026 6:05 am
- Forum: Not a bug
- Topic: [2.0.73] Decider combinator with ANYTHING on both sides sends wrong output signal
- Replies: 7
- Views: 640
Re: [2.0.73] Decider combinator with ANYTHING on both sides sends wrong output signal
Ref https://forums.factorio.com/viewtopic.php?p=628542#p628542
I will have to reconsider if anything signal should be allowed on the output side. Ability of setting anything output was added when there was no selector combinator yet and as such it was only a trick to get one signal out of many. Now ...
I will have to reconsider if anything signal should be allowed on the output side. Ability of setting anything output was added when there was no selector combinator yet and as such it was only a trick to get one signal out of many. Now ...
- Sat Feb 28, 2026 11:13 am
- Forum: Not a bug
- Topic: Thrusters activate in odd pattern [2.0.76]
- Replies: 4
- Views: 387
Re: Thrusters activate in odd pattern [2.0.76]
I am not seeing any bugs here. Thrusters have pipe connections across diagonals so first thruster gets fuel on top left pipe and oxidizer on bottom left which is correct. Second thruster sees oxidizer on the top left input which is wrong fluid and fuel on the bottom left input which is also wrong ...
- Thu Feb 26, 2026 10:25 am
- Forum: Not a bug
- Topic: [2.0.76] "ignore surface conditions" checkbox missing
- Replies: 2
- Views: 232
Re: [2.0.76] "ignore surface conditions" checkbox missing
This checkbox only shows up when you have mods enabled that are using a "space travel" feature flag. Not a bug.
- Wed Feb 25, 2026 10:58 pm
- Forum: Gameplay Help
- Topic: Items disappear when deconstructing assembler on space platform
- Replies: 2
- Views: 379
Re: Items disappear when deconstructing assembler on space platform
There are some items that are considered a "low value" and are better voided rather than moved to hub because they could easily cause hub overflow. Default list of items that are moved to hub are: modules, items that build entities, items that build tiles and non-intermediate items if they cannot be ...