Search found 215 matches
- Fri Oct 03, 2025 7:36 pm
- Forum: Duplicates
- Topic: [2.0.69] Pattern of boxes blocks spawn area
- Replies: 3
- Views: 274
Re: [2.0.69] Pattern of boxes blocks spawn area
That thread is locked now. Is that the end of the discussion then? Answer is no?
- Fri Oct 03, 2025 8:59 am
- Forum: Not a bug
- Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
- Replies: 9
- Views: 6053
Re: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
This exploit makes the map I host trivially easy at the start, since the players are able to keep their evolution much lower than intended by simply disabling the nests with this box/pipe hack. :<
- Fri Oct 03, 2025 8:50 am
- Forum: Duplicates
- Topic: [2.0.69] Pattern of boxes blocks spawn area
- Replies: 3
- Views: 274
[2.0.69] Pattern of boxes blocks spawn area
box hax.png
Sneaky players in my multiplayer server figured out they can surround a nest with inexpensive wood chests, and this will stop any bugs from spawning at the nest.
This is exploitative because it disables the nest without incurring an evolution penalty from destroying it.
The behavior ...
Sneaky players in my multiplayer server figured out they can surround a nest with inexpensive wood chests, and this will stop any bugs from spawning at the nest.
This is exploitative because it disables the nest without incurring an evolution penalty from destroying it.
The behavior ...
- Fri May 30, 2025 1:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 5101
Re: [boskid][2.0.47] Inserters can face diagonally
Thanks! Amazing response time. You guys are the greatest :>
- Fri May 30, 2025 9:29 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 5101
Re: [2.0.47] Inserters can face diagonally
The above behavior IS produced in Vanilla. No mods involved.
If that was the dev's perspective then the real bug would be that the Rotate (R) key does not rotate to the intermediate directions.
Somehow I don't think that's what they intended though.
If that was the dev's perspective then the real bug would be that the Rotate (R) key does not rotate to the intermediate directions.
Somehow I don't think that's what they intended though.
- Thu May 29, 2025 11:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 5101
[boskid][2.0.47] Inserters can face diagonally
Blueprint string:
0eNpljt0KgzAMRt8l151YZ4v2VYYMf8IIaJS2jknpu6/Vi13s7ks430kCDPOOmyX2YALQuLID8wjg6MX9nHfcLwgGiB1ajxaiSHnCDxgZOwHInjzh1TqH48n7MiTSSPHXFrCtLhVWzu4kuVWNbgol4Mj5Xqjkn8jieDE63yCPS5L8XhXwRutOQOmqrdtWaVVKVdYxfgGT80SY
This blueprint can be force-built over an existing inserter to make the ...
0eNpljt0KgzAMRt8l151YZ4v2VYYMf8IIaJS2jknpu6/Vi13s7ks430kCDPOOmyX2YALQuLID8wjg6MX9nHfcLwgGiB1ajxaiSHnCDxgZOwHInjzh1TqH48n7MiTSSPHXFrCtLhVWzu4kuVWNbgol4Mj5Xqjkn8jieDE63yCPS5L8XhXwRutOQOmqrdtWaVVKVdYxfgGT80SY
This blueprint can be force-built over an existing inserter to make the ...
- Fri Jan 24, 2025 4:43 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
- Replies: 2
- Views: 658
Re: [2.0.32] Crash while hosting multiplayer
Some further context. I saw this in the log file:
11917.736 Popped blueprint record (player-index: 73, ID: 71)
Factorio crashed. Generating symbolized stacktrace, please wait ...
I was able to look up the name of player-index 73 and talk to them. They have told me they were copying and pasting a ...
11917.736 Popped blueprint record (player-index: 73, ID: 71)
Factorio crashed. Generating symbolized stacktrace, please wait ...
I was able to look up the name of player-index 73 and talk to them. They have told me they were copying and pasting a ...
- Fri Jan 24, 2025 4:20 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
- Replies: 2
- Views: 658
[2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
I returned from a long afk to find the game crashed.
It's unclear what caused the crash and I have no info about how to reproduce it. However, the log seems to have a nice stack trace about what went wrong.
Something to do with rails, I think?
Unfortunately I have no clue how to reproduce this ...
It's unclear what caused the crash and I have no info about how to reproduce it. However, the log seems to have a nice stack trace about what went wrong.
Something to do with rails, I think?
Unfortunately I have no clue how to reproduce this ...
- Tue Dec 24, 2024 11:04 am
- Forum: Duplicates
- Topic: [2.0.28] Vehicles on the Enemy force are remotely driveable by the player
- Replies: 1
- Views: 360
[2.0.28] Vehicles on the Enemy force are remotely driveable by the player
Players can remotely drive vehicles on the "enemy" force by hovering the vehicle in map view, and pressing enter.
I attach a scenario that is suitable for exploring this problem. It's a tiny test world with various vehicles on the "enemy" force.
bug 1.png
To reproduce the bug:
1) Start a new ...
I attach a scenario that is suitable for exploring this problem. It's a tiny test world with various vehicles on the "enemy" force.
bug 1.png
To reproduce the bug:
1) Start a new ...
- Thu Dec 19, 2024 5:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
- Replies: 2
- Views: 1544
Re: [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
Here's a save where the problem is visible. To reproduce the bug: load the save, go to the map, and turn on the "Show Pipelines" overlay.
- Thu Dec 19, 2024 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
- Replies: 2
- Views: 1544
[Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
bug of war.png
In my scenario, the players face an enemy force who has various structures etc.
However a sneaky player has just discovered that they can reveal whats up ahead in the fog of war by enabling the "Show Pipelines" map overlay.
Surely this isn't right. I expected that "Show Pipelines ...
In my scenario, the players face an enemy force who has various structures etc.
However a sneaky player has just discovered that they can reveal whats up ahead in the fog of war by enabling the "Show Pipelines" map overlay.
Surely this isn't right. I expected that "Show Pipelines ...
- Tue Dec 10, 2024 7:00 pm
- Forum: Minor issues
- Topic: [2.0.23] Blueprint with roboport pixels don't align
- Replies: 6
- Views: 1198
Re: [2.0.23] Blueprint with roboport pixels don't align
No problem, fully agree it's minor issue. Thanks for the reply :>
- Tue Dec 10, 2024 5:00 pm
- Forum: Minor issues
- Topic: [2.0.23] Blueprint with roboport pixels don't align
- Replies: 6
- Views: 1198
Re: [2.0.23] Blueprint with roboport pixels don't align
I don't think this is a bug, as when you zoom in to normal view, you can usually see the ghost as well as the real entity underneath it. I suspect this is done by offsetting the position of the ghost slightly, which is what you see on the map.
Offsetting the position slightly so the entities ...
- Tue Dec 10, 2024 3:36 pm
- Forum: Minor issues
- Topic: [2.0.23] Blueprint with roboport pixels don't align
- Replies: 6
- Views: 1198
Re: [2.0.23] Blueprint with roboport pixels don't align
Actually I think it may affect all things? The pixels on poles and lamps look misaligned and inconsistent too, although its harder to see those.
- Tue Dec 10, 2024 3:26 pm
- Forum: Minor issues
- Topic: [2.0.23] Blueprint with roboport pixels don't align
- Replies: 6
- Views: 1198
[2.0.23] Blueprint with roboport pixels don't align
I was placing a roboport grid, and noticed that the preview of the roboports does not perfectly line up with the pixels of the existing roboports.
Here's an image to show what I mean:
hover bug.png
I expected that when I hover the existing roboport grid with my blueprint, there will be no ...
Here's an image to show what I mean:
hover bug.png
I expected that when I hover the existing roboport grid with my blueprint, there will be no ...
- Wed Nov 13, 2024 6:08 pm
- Forum: Assigned
- Topic: [raiguard][2.0.15] Space Map does not respect "drag map" keybinding
- Replies: 0
- Views: 328
[raiguard][2.0.15] Space Map does not respect "drag map" keybinding
I bound the "drag map" button as the side mouse button.
This works everywhere except the Space Map, where I still have to use left mouse button to drag the map around.
I expected the Space Map would respect the same drag map keybind as everywhere else.
Minor bug, easily reproduced tho :>
This works everywhere except the Space Map, where I still have to use left mouse button to drag the map around.
I expected the Space Map would respect the same drag map keybind as everywhere else.
Minor bug, easily reproduced tho :>
- Fri Nov 08, 2024 2:08 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 29836
Re: Friday Facts #436 - Lost in Translation
I almost hate to say this, because I've got really used to the name.... but....
In English, we would generally say "Iron Rod", and not "Iron Stick".
In English, we would generally say "Iron Rod", and not "Iron Stick".
- Fri Nov 08, 2024 1:35 pm
- Forum: News
- Topic: Friday Facts #435 - Space Age Soundtrack release
- Replies: 26
- Views: 14425
Re: Friday Facts #435 - Space Age Soundtrack release
It's been a running joke between my friend and I, how fast the bugs are getting fixed. The huge list of fixes every patch, and the almost daily deployment of new patches... It's breathtakingly efficient.
I've encountered just 1 crash and no other bugs during my playtime so far. I've been averaging ...
I've encountered just 1 crash and no other bugs during my playtime so far. I've been averaging ...
- Thu Oct 31, 2024 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
- Replies: 2
- Views: 1880
Re: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
woohoo, thanks ! :D You guys are the best!! So efficient :>
- Sun Oct 27, 2024 10:09 pm
- Forum: Technical Help
- Topic: Update ruined years long map?
- Replies: 5
- Views: 1188
Re: Update ruined years long map?
Hello, I know what causes this from my experience with making scenarios. The latest update has changed the global storage table's name. It used to be called "global". It's now called "storage".
To fix the problem, you'll need to navigate to the folder where your savegame is stored. Open the ...
To fix the problem, you'll need to navigate to the folder where your savegame is stored. Open the ...