Search found 1141 matches
- Wed Nov 26, 2025 10:47 pm
- Forum: Duplicates
- Topic: [2.0.72] tooltip rounding incorrect
- Replies: 1
- Views: 192
[2.0.72] tooltip rounding incorrect
This machine should make 0.5/10*1.4 = 0.07 items per second, but it instead displays 0.06 on the tooltip.
- Sat Nov 15, 2025 4:32 am
- Forum: Ideas and Suggestions
- Topic: Make Half-Diagonal Rails into Two Blocks
- Replies: 0
- Views: 280
Make Half-Diagonal Rails into Two Blocks
TLDR
Split half-digonal rails, which are currently a single rail block, into two different blocks which are placed at the same time, so that signals can split them in half.
Currently, half-diagonal rails are one unusually long block, which results in strange and unintuitive behavior like the ...
Split half-digonal rails, which are currently a single rail block, into two different blocks which are placed at the same time, so that signals can split them in half.
Currently, half-diagonal rails are one unusually long block, which results in strange and unintuitive behavior like the ...
- Sat Nov 15, 2025 4:03 am
- Forum: Duplicates
- Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
- Replies: 4
- Views: 450
Re: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
I understand the reason why this is happening, I just think this is wrong. At least the graphics for this situation are incorrect, given that the two blocks are not shown as connected.
- Sat Nov 15, 2025 1:12 am
- Forum: Duplicates
- Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
- Replies: 4
- Views: 450
- Sat Nov 15, 2025 12:55 am
- Forum: Duplicates
- Topic: [2.0.72] Rail Signals do not split blocks in half-diagonal rails
- Replies: 4
- Views: 450
[2.0.72] Rail Signals do not split blocks in half-diagonal rails
11-14-2025, 16-47-21.png
As you can see, although I have a crossing with four signals, one on each end, the left side is still one block, despite the fact that at the crossing I can see the block being split into two pieces.
The behavior changes depending on where you build it too:
11-14-2025 ...
As you can see, although I have a crossing with four signals, one on each end, the left side is still one block, despite the fact that at the crossing I can see the block being split into two pieces.
The behavior changes depending on where you build it too:
11-14-2025 ...
- Tue Nov 11, 2025 6:19 am
- Forum: Ideas and Suggestions
- Topic: Linked rail
- Replies: 4
- Views: 1945
Re: Linked rail
Please add this. We have linked pipes now and it would be really useful for things like the space elevator.
Train pathfinder heuristic could just be +1000 for each surface transition, it doesn't matter if it is bad sometimes because adding it would be so good.
For the two joints, just pick that it ...
Train pathfinder heuristic could just be +1000 for each surface transition, it doesn't matter if it is bad sometimes because adding it would be so good.
For the two joints, just pick that it ...
- Tue Nov 11, 2025 3:44 am
- Forum: Not a bug
- Topic: [2.0.72] Clear Cursor Interferes with Confirm Window
- Replies: 2
- Views: 359
Re: [2.0.72] Clear Cursor Interferes with Confirm Window
Sorry, this is caused by the cursor enhancements mod's keybindings overriding the clear cursor keybind. It is not actually a bug.
- Sun Nov 09, 2025 5:55 am
- Forum: Not a bug
- Topic: [2.0.72] Clear Cursor Interferes with Confirm Window
- Replies: 2
- Views: 359
[2.0.72] Clear Cursor Interferes with Confirm Window
In the map view, when holding a blueprint made from copying, clear cursor does not work with this configuration.
In the same situation clear cursor does work when pressing enter using this configuration.
- Thu Nov 07, 2024 10:12 am
- Forum: Ideas and Suggestions
- Topic: Add abbreviation "h" for 100 in number boxes, like "k" for 1000
- Replies: 0
- Views: 380
Add abbreviation "h" for 100 in number boxes, like "k" for 1000
Currently, abbreviations for various numbers are "k" for 1000, "M" for 1000000, and "G" for 1000000000. These can be used when setting circuit network or other number box values for quicker typing. I propose the addition of the abbreviation "h" for 100. I commonly type the number 100, & it would be ...
- Sun Nov 03, 2024 1:37 am
- Forum: Ideas and Suggestions
- Topic: Add More Parameter Signals
- Replies: 1
- Views: 757
Add More Parameter Signals
Currently, there are ten parameter signals, which are very useful. However, they would be even more useful if there were more signals. Currently, if you want to make a generic crafting blueprint with two machines (so both take out of the same chest), you can only use it when the number of ...
- Sun Nov 03, 2024 1:30 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 58
- Views: 16550
Re: Please add a button to add a new blueprint parameter variable
I also would like a way to add more parameters without adding "dummy combinators."
- Sun Oct 27, 2024 5:40 am
- Forum: Implemented Suggestions
- Topic: Car/Tank/Vehicle Auto-Logistics
- Replies: 7
- Views: 6004
Re: Car/Tank/Vehicle Auto-Logistics
This has been implemented in 1.0/2.0. In 1.0 Spidertrons were added, which have logistic slots. Now in 2.0, tanks get logistic slots when you unlock the logistic network research.
- Sat Oct 26, 2024 6:13 pm
- Forum: Gameplay Help
- Topic: Display Panel "Input Count" in message?
- Replies: 2
- Views: 3361
Display Panel "Input Count" in message?
Am I missing something, or is there no way to get a display panel to show the signal count as the message content other than by making a separate message for each possible input count? I thought this was the main point of the display panel.
- Sat Oct 26, 2024 6:48 am
- Forum: Gameplay Help
- Topic: Has the best order to make science packs changed?
- Replies: 3
- Views: 4985
Has the best order to make science packs changed?
In previous versions, I always researched utility science pack first because I wanted logistic network, and then production science pack afterward for things like assembler mk 3 & express belts. In this space age, logistic network uses space science instead of utility science, so utility science is ...
- Tue Oct 22, 2024 4:06 am
- Forum: Not a bug
- Topic: Research: search for 'quality' doesn't show quality module 3.
- Replies: 1
- Views: 673
Re: Research: search for 'quality' doesn't show quality module 3.
This is not a bug. Searching in the research menu only shows previously-researched technologies and the next available technology in a series. If you research quality module 2, then module 3 will become visible. The same happens with infinite research.
10-21-2024, 21-06-12.png
10-21-2024, 21-04 ...
10-21-2024, 21-06-12.png
10-21-2024, 21-04 ...
- Tue Oct 22, 2024 3:57 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] "Huge Rock" not listed in deconstruction planner filters
- Replies: 1
- Views: 1495
[2.0.8] "Huge Rock" not listed in deconstruction planner filters
The huge rock drops coal, so it is important to be able to mark it for deconstruction specifically during the early game so that you can see where to mine coal quickly. In previous versions, it was listed for deconstruction, but in 2.0.8 it is no longer possible to mark the huge rock for ...
- Mon Oct 21, 2024 9:51 pm
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 126
- Views: 128897
Re: Factorio: Space Age is here!
I bought the expansion from the website and it worked correctly with no problems.
- Fri Aug 23, 2024 4:53 am
- Forum: Duplicates
- Topic: [1.1.110] Changing "copy/paste entity settings" control causes inventory filters to not be copied with the new controls.
- Replies: 1
- Views: 654
[1.1.110] Changing "copy/paste entity settings" control causes inventory filters to not be copied with the new controls.
When I download a new installation of the game, I am able to copy inventory filters using shift + left and shift + right click. However, if I change them to 'y' and 'p', these settings do not work for copying and pasting inventory filters from one inventory slot to another inventory slot, e. g. when ...
- Sun Aug 18, 2024 11:58 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 81
- Views: 51675
Re: Shotgun is embarrassingly bad right now
...it does have to compete with the much higher damage and utility of the Flamethrower, and the much longer range and still very respectable damage of the Rocket Launcher. Essentially both Rocket Launcher and Flamethrower allow eliminating targets WITHOUT getting spat at (much). Furthermore when ...
- Fri May 03, 2024 5:26 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 71984
Re: Friday Facts #409 - Diminishing beacons
I personally like these changes. I saw rumors online about beacon changes and was worried that they be essentially a nerf to make beacons undesirable: I like that this is primarily a buff of few-beacon desings instead of a change to force people away from many-beacon designs.