Search found 15 matches
- Mon Feb 10, 2025 7:14 pm
- Forum: Pending
- Topic: [2.0.32] MineEntityTechnologyTrigger fires for unknown reason
- Replies: 6
- Views: 750
Re: [2.0.28] MineEntityTechnologyTrigger fires for unknown reason
I couldn't upload my save through this forum, but here's a link to a save a few seconds before triggering this bug, this time an issue in a trigger tech for Moshine which got researched instantly after researching the planet. Looking at the global statistics, this tech should not have been triggered ...
- Mon Feb 10, 2025 6:46 pm
- Forum: Pending
- Topic: [2.0.34] Can't Copy Rocket Silo Logistics Setting
- Replies: 1
- Views: 234
[2.0.34] Can't Copy Rocket Silo Logistics Setting
I expect that this has been reported already, but I could not find any related reports other than https://forums.factorio.com/viewtopic.php?p=651073&hilit=copy+rocket+silo#p651073 but it does seem to be a slightly different issue.
What did I do? Used Shift+RMB to copy rocket silo settings then ...
What did I do? Used Shift+RMB to copy rocket silo settings then ...
- Sun Jan 26, 2025 6:55 pm
- Forum: Minor issues
- Topic: [2.0.32] Visual Inconsistencies When Blueprinting Locomotives
- Replies: 1
- Views: 342
[2.0.32] Visual Inconsistencies When Blueprinting Locomotives
This report is primarily because of a blueprint I have which was not rotating the body of a locomotive, but there are a few other visual glitches related to trains, including trains becoming misaligned with the rails. If that is deemed to be sufficiently different to this issue, I am happy to submit ...
- Sun Jan 19, 2025 5:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.31] Parameterized locomotive schedules are not set properly over existing trains
- Replies: 1
- Views: 1859
[Kovarex] [2.0.31] Parameterized locomotive schedules are not set properly over existing trains
This is a fairly simple one to reproduce: set a train and blueprint it, setting some parameter (This affects both station names and wait conditions).
01-19-2025, 11-36-51.png
01-19-2025, 11-36-02.png
What did I do: placed a parameterized train blueprint over an existing train, and set the ...
01-19-2025, 11-36-51.png
01-19-2025, 11-36-02.png
What did I do: placed a parameterized train blueprint over an existing train, and set the ...
- Sun Jan 19, 2025 5:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.31] Crash setting signal while placing parameterized blueprint (Util.cpp:95)
- Replies: 1
- Views: 340
[Kovarex] [2.0.31] Crash setting signal while placing parameterized blueprint (Util.cpp:95)
Found when reporting https://forums.factorio.com/viewtopic.php?f=7&t=126134
What did I do: placed a parameterized blueprint, then before setting or accepting any parameters, double clicked off to the side of the Parameter UI (in my case just one tile to the right of where the blueprint was set to ...
What did I do: placed a parameterized blueprint, then before setting or accepting any parameters, double clicked off to the side of the Parameter UI (in my case just one tile to the right of where the blueprint was set to ...
- Sun Jan 19, 2025 5:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.31] Blueprint parameter can remain unset after placing
- Replies: 1
- Views: 380
[Kovarex] [2.0.31] Blueprint parameter can remain unset after placing
There is some weird behavior when placing parameterized blueprints, where if you set a parameter, then click somewhere outside of the parameter box (I have frequently done this because of muscle memory to double-click to select item at current quality in other screens, and sometimes my mouse will ...
- Tue Nov 12, 2024 10:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.15] Alerts can persist between surfaces
- Replies: 2
- Views: 1864
[Klonan] [2.0.15] Alerts can persist between surfaces
This is a relatively minor visual bug, but I believe it is unintended behavior.
What did I do: Opened map view on the planet I am on, then clicked on another planet through the space map when alerts flashed on. Note that this seems to be replicable regardless of the surfaces you jump between ...
What did I do: Opened map view on the planet I am on, then clicked on another planet through the space map when alerts flashed on. Note that this seems to be replicable regardless of the surfaces you jump between ...
- Fri Nov 08, 2024 2:09 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Smart belt dragging places only input underground if obstacle has gap (MR)
- Replies: 9
- Views: 2739
Re: [2.0.11] Smart belt dragging places only input underground if obstacle has gap (MR)
also just observed this, without any gap, dragging over a steel chest, 2 transport belts, and an output underground belt. Haven't done more testing for this at the moment:
- Thu Nov 07, 2024 4:45 pm
- Forum: Duplicates
- Topic: [2.0.14] Stuck logistic bots with hole in network
- Replies: 1
- Views: 487
[2.0.14] Stuck logistic bots with hole in network
I think this has something to do with the new job selection not allowing robots to travel farther than their range while charged. with no robot speed researched, if the origin and target tiles are > 400 tiles away from each other, logistic bots (and probably construction bots, but I haven't tested ...
- Wed Nov 06, 2024 1:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [2.0.14] Smart Belt adds underground when dragging backwards over existing belt (MR)
- Replies: 7
- Views: 2240
Re: [2.0.14] Smart Belt adds underground when dragging backwards over existing belt
Since you linked to my post, I think your report is better, but also the reproduction is fundamentally the same (drag belt over belt obstacle, and drag belt backwards beyond that), so I assume this is the same issue. I just happened to notice it when reversing direction and didn't bother to check if ...
- Fri Nov 01, 2024 4:09 pm
- Forum: Duplicates
- Topic: [2.0.13] Belts erroneously treated as obstacles
- Replies: 1
- Views: 523
[2.0.13] Belts erroneously treated as obstacles
when dragging a belt or ghost belt across an obstructing belt, then reversing the direction you are dragging after crossing that belt, it is possible for underground belts to be erroneously placed.
caveats/notes:
- only happens when you start dragging in the direction the belt is facing (ie. east ...
caveats/notes:
- only happens when you start dragging in the direction the belt is facing (ie. east ...
- Tue Oct 29, 2024 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] can't ctrl+click to clear assembler output
- Replies: 0
- Views: 271
[2.0.12] can't ctrl+click to clear assembler output
When changing the recipe on an assembler, it is no longer possible to use ctrl+LMB to clear all output slots. ie. circuit condition sets assembler to make gears, then changes recipe to either something else or no recipe, ctrl+LMB will not remove gears in the rightmost output slot from the assembler ...
- Tue Oct 29, 2024 5:12 pm
- Forum: Pending
- Topic: [2.0.9] Inserter waits for source items && Foundry output full
- Replies: 5
- Views: 852
Re: [2.0.9] Inserter waits for source items && Foundry output full
maybe, not sure if the behavior of being able to read the outputs was intended but my setup no longer works since it was relying on reading output slots. I expect just adding some chests will have fixed this issue entirely though with that report though
- Mon Oct 28, 2024 6:49 pm
- Forum: Pending
- Topic: [2.0.9] Inserter waits for source items && Foundry output full
- Replies: 5
- Views: 852
Re: [2.0.9] Inserter waits for source items && Foundry output full
I also ran into this issue today, where I was setting recipes by circuit condition.
in my example I had connected the foundry to 3 combinators, to produce engines (if ingredient <100: output 1 of that item's signal in each one, red wire in, green wire out). When I ran into the issue, the inserters ...
in my example I had connected the foundry to 3 combinators, to produce engines (if ingredient <100: output 1 of that item's signal in each one, red wire in, green wire out). When I ran into the issue, the inserters ...
- Wed Oct 23, 2024 2:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Smart belt dragging places only input underground if obstacle has gap (MR)
- Replies: 9
- Views: 2739
[2.0.11] Smart belt dragging places only input underground if obstacle has gap (MR)
when dragging a ghost belt (setting for Pick ghost item if no items are available), the exit underground belt may not be placed, even when the input is.
Conditions to reproduce: have only 0-1 underground belt segments and at least 2 transport belts in your inventory
To replicate, set up 2 parallel ...
Conditions to reproduce: have only 0-1 underground belt segments and at least 2 transport belts in your inventory
To replicate, set up 2 parallel ...