Search found 34 matches
- Sun Nov 02, 2025 12:59 am
- Forum: Ideas and Requests For Mods
- Topic: No fuel for vehicles
- Replies: 1
- Views: 248
Re: No fuel for vehicles
In my no fuel (again, no mod, just messed with the base files) save, i don't see any difference from my 300+ save file that has trains with fuel exactly because it's that easy to ensure the train's never run out of fuel. And oil to make rocket fuel is infinite, add uranium that you have to many ...
- Sat Nov 01, 2025 1:47 am
- Forum: Not a bug
- Topic: [2.0.72] Performance issues when mods add many unit prototypes
- Replies: 3
- Views: 322
Re: [2.0.72] Performance issues when mods add many unit prototypes
Well the fact that there's nearly 3x as many unit entities in total with the mod installed would explain the difference in time usage. It is pretty well established that enemy units eat your UPS for breakfast.
- Thu Oct 30, 2025 7:39 pm
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 24
- Views: 9762
Re: Version 2.0.72
Seems like the same thing happened with the Space Age download. Something must've gone amiss.arku31 wrote: Thu Oct 30, 2025 7:34 pm Hey, the headless version is missing 2.0.72 update. I would appreciate if it will be kept it in sync
And thanks again for the game <3
10-30-2025, 20-34-15.png
- Sun Oct 26, 2025 3:06 pm
- Forum: Resolved for the next release
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 811
Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
Yeah, I just thought it's weird to be using underground connections on an assembler to force direct connection.robot256 wrote: Sat Oct 25, 2025 6:39 pm Yes it is, and shouldn't affect this bug at all since all the machine connections involved have the same connection category.
- Sat Oct 25, 2025 4:21 pm
- Forum: Resolved for the next release
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 811
Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
The bug aside, isn't using a different connection category the correct way to accomplish this? Just like how fusion plasma works in space age. It won't connect with base game pipes, and you simply don't create a pipe entity that does.
- Sat Oct 18, 2025 7:07 pm
- Forum: Not a bug
- Topic: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
- Replies: 3
- Views: 530
Re: [2.0.71] Game froze after adding items to building using EvenDistributionLite mod
Sounds like an infinite loop in a lua script, which would likely be a bug in the mod and not Factorio itself.
- Fri Oct 17, 2025 11:18 am
- Forum: Implemented mod requests
- Topic: Runtime access to spawner protection flag
- Replies: 1
- Views: 174
Runtime access to spawner protection flag
Spawners have an internal flag that controls whether it's protected from automated shooting by turrets, but unless I missed something, the only way I've found to set this flag is through a create entity trigger effect. There's no way to read to write the flag on an existing spawner entity. This ...
- Tue Oct 14, 2025 8:34 pm
- Forum: Bug Reports
- Topic: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters
- Replies: 2
- Views: 283
Re: [2.0.69] Cannot select unresearched items on blueprints with multiple parameters
You have to enable "Show all items in selection lists" in interface settings.
- Mon Sep 29, 2025 4:39 am
- Forum: Bug Reports
- Topic: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles
- Replies: 1
- Views: 292
Re: [2.0.66] Small tinted scorchmark is left on gleba/fulgora water tiles
The grenades are just that powerful, that they actually burn the water. They are capable of mowing down entire forests after all. 
- Sun Sep 28, 2025 8:52 pm
- Forum: Minor issues
- Topic: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
- Replies: 2
- Views: 232
Re: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
Ah I see! I did not realize that effect was coming from a mod, thought it was a vanilla thing removing fully disconnected platform tiles or something. I will investigate which mod is adding that effect and forward the report to that developer to see if/how they want to address it. Thanks!
Oh, one ...
Oh, one ...
- Sun Sep 28, 2025 8:34 pm
- Forum: Minor issues
- Topic: [2.0.66] Seemingly edge case stack overflow in platform tile destruction
- Replies: 2
- Views: 232
[2.0.66] Seemingly edge case stack overflow in platform tile destruction
Description
Somehow, under specific circumstances, space platform tiles being destroyed by asteroids can cause a stack overflow. It happened randomly when screwing with a mod that adds ultra powerful thrusters (4 GN), but I don't think the mod is strictly necessary to cause the crash as it occurs ...
Somehow, under specific circumstances, space platform tiles being destroyed by asteroids can cause a stack overflow. It happened randomly when screwing with a mod that adds ultra powerful thrusters (4 GN), but I don't think the mod is strictly necessary to cause the crash as it occurs ...
- Tue Sep 23, 2025 4:50 am
- Forum: Not a bug
- Topic: [2.0.67] "no-item" item can be placed in Editor inventory
- Replies: 3
- Views: 459
Re: [2.0.67] "no-item" item can be placed in Editor inventory
This is the case for lots of things. You can actually get virtual signals as inventory items with a bit of trickery! As I understand it's because they're all technically items due to how the game works, just normally there's not a way to obtain them.
- Sat Sep 20, 2025 8:41 am
- Forum: Desyncs with mods
- Topic: [2.0.66] Unidentified modded desync
- Replies: 0
- Views: 353
[2.0.66] Unidentified modded desync
I know this is a shot in the dark, but I've got a persistent desync issue that keeps happening at random on a multiplayer server, and because of the amount of players and mods we have there's just no way I'm able to get any clue as to what might be causing it. We can go hours without it happening ...
- Sat Sep 20, 2025 4:49 am
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 35
- Views: 11788
Re: Remember order of shortcut bar when mods are disabled
Ah! I didn't find this thread, my bad. I did try to search but nothing similar came up. It's not very easy to use.
- Sat Sep 20, 2025 3:54 am
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 35
- Views: 11788
Remember order of shortcut bar when mods are disabled
It gets quite annoying having to reorganize my shortcut buttons every time I remove and later re-add some mods. Would be awesome if the game remembered the entries in the player-data.json instead of just clobbering them. I know I can make a backup of the file and restore it, but this is quite ...
- Tue Sep 16, 2025 3:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
- Replies: 1
- Views: 1197
[Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
Description
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
- Tue Sep 02, 2025 12:40 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 7987
- Wed Jul 30, 2025 5:26 pm
- Forum: Releases
- Topic: Version 2.0.61
- Replies: 11
- Views: 15552
Re: Version 2.0.61
Wow! The belt dragging changes are extremely nice, and a massive upgrade to an already great mechanic!
One little nitpick though is that it doesn't remove underground belts that get placed while dragging.
- Sat Jul 12, 2025 2:29 am
- Forum: Releases
- Topic: Version 2.0.59
- Replies: 8
- Views: 7616
Re: Version 2.0.59
Very nice to see! I always found it rather silly that pulling out a particularly large blueprint would destroy the framerate.Optimizations
- Improved performance when holding blueprints.
- Fri Dec 20, 2024 6:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.26] a lot of cargo bays lag the game
- Replies: 5
- Views: 7050
Re: [2.0.26] a lot of cargo bays lag the game
Thanks for the report. Unfortunately there is nothing that I know of to fix this, the number of slots directly effects the GUI performance and there’s nothing to do about that.
Couldn't you just skip rendering the slots that are outside the visible bounds? Unless I'm misunderstanding the nature ...