Search found 35 matches
- Mon May 26, 2025 11:29 am
- Forum: Duplicates
- Topic: [2.0.52] Some items disappear when deconstructed on space platform
- Replies: 1
- Views: 202
[2.0.52] Some items disappear when deconstructed on space platform
On space platform when you deconstruct something items should go to central hub including items that are on belts or in a assembling machines. I noticed that some items go to central hub and some items not. For example asteroid chunks do not, but ammo does. Do we have somewhere clear rules what is ...
- Sat May 24, 2025 10:48 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.47] Display panel parameters won't change in description when connected to a curcuit
- Replies: 1
- Views: 247
Re: [2.0.47] Display panel parameters won't change in description when connected to a curcuit
I can confirm, I have the same bug on 2.0.52. Would open cool possibilities if fixed.
- Tue May 20, 2025 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 19
- Views: 7903
Re: Set requests for space platform hub via circuit signals
+1 - enable/disable logistics groups by circuits is the best idea here. It could also work with requester chests.
- Fri May 09, 2025 6:55 pm
- Forum: Duplicates
- Topic: [2.0.47] Vertical black line at specific location
- Replies: 3
- Views: 225
[2.0.47] Vertical black line at specific location
So I found this black line visible only on this one specific spot, only on one zoom level.
I haven't seen it anywhere else, also I went up and down and it end after few tiles and is not repeating in next few hundred blocks.
I haven't seen it anywhere else, also I went up and down and it end after few tiles and is not repeating in next few hundred blocks.
- Wed Apr 23, 2025 7:16 am
- Forum: Ideas and Suggestions
- Topic: Radar channels
- Replies: 8
- Views: 2698
Re: Radar channels
+1 that would be awesome. One channel is just not enough for big bases with a lot of circuit controlled processes.
I imagine that functionality like you click on a radar and there is a list of channels (0-9 or 1-10 - depends what you prefer :D ). Radars connected to the same channel transmit both ...
I imagine that functionality like you click on a radar and there is a list of channels (0-9 or 1-10 - depends what you prefer :D ). Radars connected to the same channel transmit both ...
- Sun Jan 12, 2025 9:50 am
- Forum: Not a bug
- Topic: [2.0.30] Can't name logistic group
- Replies: 2
- Views: 343
Re: [2.0.30] Can't name logistic group
I disagree. It shouldn't be possible to add half-broken tag to the name even if it exceeds max length. There should be some kind of message: "Name too long" or similar.
- Sat Jan 11, 2025 8:09 pm
- Forum: Not a bug
- Topic: [2.0.30] Can't name logistic group
- Replies: 2
- Views: 343
[2.0.30] Can't name logistic group
When naming my logistic group I encountered issue like below when adding minig drill icon, game adds tag, instead of icon (tag looks like incomplete).
01-11-2025, 21-07-50.png
01-11-2025, 21-06-43.png
Edit: it looks like icons with quality symbol take much more space than other icons, for ...
01-11-2025, 21-07-50.png
01-11-2025, 21-06-43.png
Edit: it looks like icons with quality symbol take much more space than other icons, for ...
- Tue Nov 12, 2024 4:50 pm
- Forum: Outdated/Not implemented
- Topic: Upgrade tool should be able to convert ground rails to elevated
- Replies: 1
- Views: 588
Upgrade tool should be able to convert ground rails to elevated
Possibility to configure upgrade tool to convert ground rails to eleveted. All ground rails are marked for deconstruction and in place elevated rails are blueprinted. Of course all rail signals should be maintained. Also rail supports should be placed where necessary.
Tool could also work the other ...
Tool could also work the other ...
- Tue Nov 12, 2024 4:28 pm
- Forum: Ideas and Requests For Mods
- Topic: Tool to convert ground rails to elevated
- Replies: 0
- Views: 320
Tool to convert ground rails to elevated
A tool where you mark an area (like upgrade tool) and all ground rails are marked for deconstruction and in place elevated rails are blueprinted. Of course all rail signals should be maintained. Also rail supports should be placed where necessary.
Tool could also work the other way around: from ...
Tool could also work the other way around: from ...
- Fri Mar 08, 2024 12:22 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 41197
Re: Friday Facts #401 - New terrain, new planet
"the new terrain is extremely customisable"
best part
best part

- Fri Jan 05, 2024 2:33 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 58245
Re: Friday Facts #392 - Parametrised blueprints
As a developer myself, I love this feature. Is it possible that parameters have a default value? I place a blueprint, if I like default values I just confirm and go, if not change parameters first.
- Fri Jan 05, 2024 8:56 am
- Forum: General discussion
- Topic: That feeling when you overwrote a save
- Replies: 13
- Views: 3247
Re: That feeling when you overwrote a save
Because someone else would come and complain that they overwrote rescued.zip and spent 300h on this save and now 10k spm megabase is goneeeee. Halp please!!11coppercoil wrote: Thu Jan 04, 2024 10:36 am In such moment i feel like: "why the hell devs cannot add two lines of the code, whyyyyyyyyyyyyyy"
- Fri Dec 22, 2023 12:41 pm
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 73
- Views: 25755
Re: Friday Facts #390 - Noise expressions 2.0
Wube should sell science packs as Christmas decorations that you can put on your Christmas Tree 

- Wed Jan 27, 2021 8:28 am
- Forum: Releases
- Topic: Version 1.1.19
- Replies: 31
- Views: 32013
Re: Version 1.1.19
They marked 1.1.19 as stable! But I don't mind having new version everydayJon8RFC wrote: Wed Jan 27, 2021 3:20 am I'm appreciating the experimental updates going back to an experimental release schedule.

- Thu Jan 04, 2018 7:39 pm
- Forum: Technical Help
- Topic: [16.13] Very slow download of zip package
- Replies: 1
- Views: 1413
[16.13] Very slow download of zip package
Hi.
When I download win 64 16.13 zip package download speed is something around 15KB/s, so expected download time is 7h!
But for Win exe is about 1.5MB/s - 2.0MB/s. Does anyone have similar symptoms?
When I download win 64 16.13 zip package download speed is something around 15KB/s, so expected download time is 7h!
But for Win exe is about 1.5MB/s - 2.0MB/s. Does anyone have similar symptoms?
- Mon Jul 03, 2017 6:13 pm
- Forum: Releases
- Topic: Version 0.15.27
- Replies: 18
- Views: 21313
Re: Version 0.15.27
Love it. Good job as alwaysFactorioBot wrote: All researches now require equal ratios of science pack types. This reduces the cost of some researches.

- Wed Jun 29, 2016 8:57 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 137017
Re: [MOD 0.12.x] HardCrafting 0.3.15
Great mod. Looking forward for the 0.13 version.
- Tue Apr 21, 2015 7:47 pm
- Forum: General discussion
- Topic: Blueprints
- Replies: 15
- Views: 8170
Re: Blueprints
Try Foreman Blue Print Manager mod: https://forums.factorio.com/forum/vie ... =14&t=6516
There is something like "book" that stores your blueprints and you can export blueprints to files and import them in another save.
There is something like "book" that stores your blueprints and you can export blueprints to files and import them in another save.
- Fri Apr 17, 2015 10:30 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 261360
Re: Uranium Power
New graphics looks really cool.
Wow. Can't wait to see this!Fatmice wrote: The 5by5 reactor with its support building is slated to take up about 8x30? I'm not sure yet as that is still on the drawing board. I do hope that the large size of the complex will not have rendering issues.
- Mon Apr 06, 2015 9:57 am
- Forum: Mods
- Topic: [0.11.x, 0.12.x] More Logistics Slots 1.0.0
- Replies: 10
- Views: 22754
Re: [0.11.x] More Logistics Slots 1.0.0
Yes, of course.darkshadow1809 wrote:Might i add this fine mod to both the modpacks?