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by Klonan
Mon Mar 16, 2026 12:01 pm
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.69] Gleba Enemies Fail to Expand Bases
Replies: 2
Views: 1319

Re: [Klonan] [2.0.69] Gleba Enemies Fail to Expand Bases

Thanks for the report,

It is fixed for 2.1
by Klonan
Mon Mar 09, 2026 10:17 am
Forum: Fixed for 2.1
Topic: [2.0.76] hidden surfaces show incomplete alerts
Replies: 1
Views: 419

Re: [2.0.76] hidden surfaces show incomplete alerts

Thanks for the report,

I changed it in 2.1 so that the alerts aren't hidden (because I can't remember why we hid them in the first place)
by Klonan
Fri Feb 20, 2026 9:38 am
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.75] Capture Rocket Firing at Non-Spawner Entity
Replies: 1
Views: 438

Re: [Klonan] [2.0.75] Capture Rocket Firing at Non-Spawner Entity

Thanks for the report,

This is caused by the turret locking on to the target before it had the ammo to decide the target filters

It is fixed for 2.1
by Klonan
Sat Feb 14, 2026 2:15 pm
Forum: Fixed for 2.1
Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
Replies: 10
Views: 14297

Re: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters

Thanks for the report,

After some discussion, we decided to fix this for 2.1
by Klonan
Mon Feb 02, 2026 1:07 pm
Forum: Fixed for 2.1
Topic: [2.0.73] Huge Asteriod destroyed on impact without slowing down enough.
Replies: 1
Views: 437

Re: [2.0.73] Huge Asteriod destroyed on impact without slowing down enough.

AntiElitz wrote: Mon Feb 02, 2026 12:00 am https://www.twitch.tv/antielitz/clip/He ... 6gzfNYjOP8

Replay attached
Thanks for the report,

We did some tweaks to the asteroid logic in 2.1 and this should be fixed
by Klonan
Mon Feb 02, 2026 10:41 am
Forum: Not a bug
Topic: [2.0.73] Attacking biters while cease fire set
Replies: 1
Views: 302

Re: [2.0.73] Attacking biters while cease fire set

The biters already created when the ceasefire is changed are not affected, the mod should update them or kill them all.
This includes commands like build base, attacks from pollution, etc.

Or perhaps it is something else, if you can recreate a setup where they are definitely meant to be peaceful ...
by Klonan
Sun Feb 01, 2026 11:29 am
Forum: Not a bug
Topic: [2.0.73]Cannot kill biter nest with no healthbar
Replies: 4
Views: 478

Re: [2.0.73]Cannot kill biter nest with no healthbar

nevano wrote: Sun Feb 01, 2026 10:48 am Oh sorry I thought this was a bug, thank you
No problem at all, were you able to kill the nest?
by Klonan
Sun Feb 01, 2026 10:02 am
Forum: Not a bug
Topic: [2.0.73]Cannot kill biter nest with no healthbar
Replies: 4
Views: 478

Re: [2.0.73]Cannot kill biter nest with no healthbar

The nest is marked as "protected from automatic attacks", its a QoL feature so that if you have a captured nest go rogue, it won't get instantly murked by turrets and artillery and dissatisfy the player with additional work later

You should be able to shoot it with shift + space bar
by Klonan
Tue Jan 27, 2026 7:22 pm
Forum: Pending
Topic: [2.0.73] Font aliasing on UI buttons abnormal in fullscreen
Replies: 5
Views: 597

Re: [2.0.73] Font aliasing on UI buttons abnormal in fullscreen

Hmm, to me all the graphics look weirdly over sharpened or something,
Do you have any Graphics overlay, or upscaling technology active?
Anything strange in Nvidia control panel?
Could you try in the Nvidia App (if you have it installed) resetting the config for Factorio to all defaults?
by Klonan
Tue Jan 27, 2026 11:54 am
Forum: Pending
Topic: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
Replies: 3
Views: 1118

Re: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets

Do you have any further info? the Turret range is being applied correctly, I think there was a bug fix for that a while ago

If you can provide a mod or small snippet which reproduces the problem please let me know
by Klonan
Tue Jan 27, 2026 11:39 am
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Replies: 9
Views: 1789

Re: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working

Thanks for the report,

It turned out to me more of a data definition problem than a bug, as the projectile was also setting a max range independent of the gun range

It is fixed for 2.1
by Klonan
Mon Jan 19, 2026 8:03 am
Forum: Not a bug
Topic: [2.0.73] Inserter direction in graphics definitions are backwards
Replies: 6
Views: 605

Re: [2.0.73] Inserter direction in graphics definitions are backwards

There may or may not be some error in the naming, but that is why the direction in the game is not dependant on the naming of the sprite files or vice versa

i.e, this is not a bug
by Klonan
Tue Jan 13, 2026 12:57 pm
Forum: Not a bug
Topic: Hazard Concrete not aligned with Rails in horizontal orientation
Replies: 1
Views: 366

Re: Hazard Concrete not aligned with Rails in horizontal orientation

Yea it looks a little funny... but I think there is nothing we can do
01-13-2026, 13-57-10.png
01-13-2026, 13-57-10.png (2.6 MiB) Viewed 318 times
by Klonan
Sun Jan 11, 2026 1:27 pm
Forum: Technical Help
Topic: Email Authentication
Replies: 1
Views: 319

Re: Email Authentication


I am seeing the password breach notification on attempting to log in to Factorio.com to view the mod portal in addition to requiring an email authentication before I access my account and change my password for the notification. I believe the email I used to sign up is one I no longer have access ...
by Klonan
Wed Jan 07, 2026 9:16 pm
Forum: Not a bug
Topic: [2.0.72] Logistics Network menu no longer showing individual players' personal networks
Replies: 2
Views: 357

Re: [2.0.72] Logistics Network menu no longer showing individual players' personal networks

Hello,

I can confirm the change, but that it was intentional,
Unfortunately the decision it was made almost 3 years ago (Jan 9th 2023), so I cannot provide what our reasoning was at that time,
by Klonan
Mon Jan 05, 2026 8:40 pm
Forum: Not a bug
Topic: [2.0.72] Typo in English locale for Tips and Tricks -> Trains -> Elevated Rails
Replies: 4
Views: 488

Re: [2.0.72] Typo in English locale for Tips and Tricks -> Trains -> Elevated Rails

Thanks for the report, and welcome to the forum
def wrote: Sat Jan 03, 2026 7:41 pm I believe the version used should be the most common rather than one specified as less common.
If people always use the more common words then English would become a lot less interesting :)

I will call this not a bug
by Klonan
Tue Dec 30, 2025 1:05 pm
Forum: Fixed for 2.1
Topic: half used science pack will always be recycled into 100% remains
Replies: 6
Views: 2037

Re: half used science pack will always be recycled into 100% remains

protocol_1903 wrote: Tue Dec 30, 2025 4:58 am Call me curious, what was the fix?
You may have to wait for a future FFF to discover the answer
by Klonan
Fri Dec 19, 2025 10:09 pm
Forum: Technical Help
Topic: Download servers down?
Replies: 3
Views: 579

Re: Download servers down?


I've been trying to update/download both Factorio and Space Age for hours today, but the downloads keep failing after they start. I'm not able to update Factorio at all. It seems that the hosting servers are having lots of problems today. I know this has happened before.
Wouldn't torrenting fix ...
by Klonan
Mon Dec 15, 2025 5:10 pm
Forum: Bug Reports
Topic: [2.0.72] Speaker icon not shown in map view with icon blinking disabled
Replies: 5
Views: 710

Re: [2.0.72] how should the programmable speaker icon in map view work?

Hi,

Can you send a screenshot or video of the issue? I am not exactly sure what behavior you are specifically talking about

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