Each time a new version is release, factorio-data repo gets updated -- a new dump of data is created, version is bumped, and tag is created
However, I just noticed that the version is bumped to a next version rather than the version being released. It is OK to keep in development branch, but it's ...
Search found 848 matches
- Thu Jun 19, 2025 5:34 pm
- Forum: Bug Reports
- Topic: Version in Github repository factorio-data
- Replies: 0
- Views: 90
- Wed Jun 11, 2025 7:32 pm
- Forum: Assigned
- Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
- Replies: 7
- Views: 916
Re: [Lou] [2.0.21] Construction task for rail ramp never assigned
I think that may run into the same issue but from the other end. Where the rail ghosts get built in the air before the ramp is moved, getting the ramp robot stuck again. But I don't know for sure.
Personally, I think the game is trying to be too smart about everything in this scenario and it's ...
- Wed Jun 11, 2025 7:26 pm
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 3218
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
If any Feature Requests are made, can the links be shared here?
Offtopic
- Wed Jun 11, 2025 7:23 pm
- Forum: Assigned
- Topic: [Lou] [2.0.21] Construction task for rail ramp never assigned
- Replies: 7
- Views: 916
Re: [Lou] [2.0.21] Construction task for rail ramp never assigned
Looking into this, I don't think there's a solution that will allow the robots to actually perform the requested operation. The elevated rails require supports and the logic wants to remove one of them to move it slightly... but it can never do that without also removing the elevated rails ...
- Tue Jun 03, 2025 5:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 1016
Re: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Edit. Okay, I got it. The problem is the fact I have Production screen open. Opening it during autosave causes crash. 10:58 is the time of next autosave.
- Tue Jun 03, 2025 5:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 1016
- Mon Jun 02, 2025 7:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 1016
Re: [2.0.54] Crash when playing Tight Space
Edit: Loading this savefile on 2.0.55 causes crash after some time at exactly the same time (10:58 on timer)
- Mon Jun 02, 2025 7:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
- Replies: 5
- Views: 1016
[2.0.54] Crash playing Tight Space (GameView::closeActiveWindow)
Was playing tight space, and the game crashed.
Attaching logs, crash dump & latest autosave.- Mon Jun 02, 2025 5:20 pm
- Forum: Balancing
- Topic: Team Production: Landfill cost not updated for 2.0
- Replies: 0
- Views: 602
Team Production: Landfill cost not updated for 2.0
In 1.1, landfill costed 20 stone. In 2.0.7, its cost was changed to 50, an increase of +150%.
However, the Team Production scenario was not updated for that change, easily asking you to produce 5 thousand landfill
06-02-2025, 20-08-31.png
Yes, technically, this is not a bug, rather issue and ...
However, the Team Production scenario was not updated for that change, easily asking you to produce 5 thousand landfill
06-02-2025, 20-08-31.png
Yes, technically, this is not a bug, rather issue and ...
- Fri May 30, 2025 8:44 pm
- Forum: Duplicates
- Topic: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error
- Replies: 3
- Views: 388
- Fri May 30, 2025 8:43 pm
- Forum: Assigned
- Topic: [kovarex] [2.0.48] "Too far to connect" message dragging belt along belt
- Replies: 1
- Views: 525
- Fri May 30, 2025 8:10 pm
- Forum: Duplicates
- Topic: [2.0.54] Dragging ghost belt over belts shows "too far to connect" error
- Replies: 3
- Views: 388
[2.0.54] Dragging ghost belt over belts shows "too far to connect" error
Steps to Reproduce
Have yellow belt deployed
Select ghost cursor for red belt
Drag over yellow belt
Drag over yellow belt again (over upgrade requests)
Alternatively: Drag over existing red belt
Expected:
Nothing
Actual:
Error sound is played with "Too far to connect" on ...
Have yellow belt deployed
Select ghost cursor for red belt
Drag over yellow belt
Drag over yellow belt again (over upgrade requests)
Alternatively: Drag over existing red belt
Expected:
Nothing
Actual:
Error sound is played with "Too far to connect" on ...
- Fri May 30, 2025 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 3549
Re: [boskid][2.0.47] Inserters can face diagonally
Yes, this is what I was describing? It is finicky to Blueprint these in some Slot types; my point was that you can “get away with more” by editing the Blueprint String than is possible in Vanilla. This Bug Report seems to be a case of one of these “features” being removed.
I don’t mind too much ...
- Fri May 30, 2025 7:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 3549
Re: [boskid][2.0.47] Inserters can face diagonally
There are some other “not normally possible” setups that can be created with Blueprint string hacking, like setting Item Requests in non-Logistic chests…
You can request items as ghost requests via in-game logic. Check this out ...
- Fri May 30, 2025 6:54 pm
- Forum: Releases
- Topic: Version 2.0.54
- Replies: 4
- Views: 5489
Re: Version 2.0.54
This update somehow "cleared" experimental-latest beta branch on Steam, and moved me to 2.0.47. I didn't change any Steam settings. 2.0.54 still available on beta branches however.
- Fri May 30, 2025 6:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 3549
Re: [boskid][2.0.47] Inserters can face diagonally
Damn. This looks so cool.
- Fri May 30, 2025 12:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 20
- Views: 9853
Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Thank you very much for this fix!
- Wed May 28, 2025 8:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 20
- Views: 9853
Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
This is an actual bug even for reasonable low research levels and I'm working on a fix.
This might be important: YouTube: Factorio Space Age - Railgun Shooting Speed NOT Capped at Level 4 // StupidFatHobbit
According to in-game calculations, the shooting speed tooltip is wrong and railguns ...
- Mon May 26, 2025 3:41 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 58065
Re: Version 2.0.45
RIP Railworld.
RIP speedruns.
RIP speedruns.
- Mon May 26, 2025 3:33 pm
- Forum: Ideas and Suggestions
- Topic: [SA] Make Railworld preset apply to all planets
- Replies: 0
- Views: 253
[SA] Make Railworld preset apply to all planets
TL;DR
Railword preset should apply to all planets, except for Nauvis only
What?
Instead of this:
05-26-2025, 18-28-36.png
Have this:
05-26-2025, 18-30-02.png
Terrain generation changes on Fulgora are subject to discuss.
Why?
Currently, Railword preset applies only to Nauvis resources ...
Railword preset should apply to all planets, except for Nauvis only
What?
Instead of this:
05-26-2025, 18-28-36.png
Have this:
05-26-2025, 18-30-02.png
Terrain generation changes on Fulgora are subject to discuss.
Why?
Currently, Railword preset applies only to Nauvis resources ...