Search found 23 matches

by synchromach
Wed Aug 26, 2026 4:32 pm
Forum: Bug Reports
Topic: [2.1.16] Returned UDP packets come out of the wrong IPv6 address
Replies: 7
Views: 859

Re: [2.1.16] Returned UDP packets come out of the wrong IPv6 address


If you can demonstrate that it works with this configuration change, then perhaps it would make sense for Wube to implement Source-Reply address matching with ULA & PE addresses.


You make a good point...

Attached are 3 screenshots from Wireshark showing 3 scenarios (their descriptions are ...
by synchromach
Wed Aug 26, 2026 3:12 pm
Forum: Bug Reports
Topic: [2.1.16] Returned UDP packets come out of the wrong IPv6 address
Replies: 7
Views: 859

Re: [2.1.16] Returned UDP packets come out of the wrong IPv6 address


Windows' IPv6 Source Address Selection defaults to preferring the Privacy Extensions-generated addresses, rather than the ones assigned by SLAAC/DHCP6. You can disable this behaviour with Set-NetIPv6Protocol -UseTemporaryAddresses Disabled

Good Luck!


Hi, thanks for the suggestion.

This is ...
by synchromach
Wed Aug 26, 2026 3:01 pm
Forum: Bug Reports
Topic: [2.1.16] Returned UDP packets come out of the wrong IPv6 address
Replies: 7
Views: 859

Re: [2.1.16] Returned UDP packets come out of the wrong IPv6 address


I'm not sure if this will ever be addressed. The way networking works within Factorio is: at multiplayer host-start the server binds to a specific IP address on a specific network adapter. It receives packets through it and sends packets back through it.


Hi, thanks for the quick response.

In ...
by synchromach
Wed Aug 26, 2026 2:40 pm
Forum: Bug Reports
Topic: [2.1.16] Returned UDP packets come out of the wrong IPv6 address
Replies: 7
Views: 859

[2.1.16] Returned UDP packets come out of the wrong IPv6 address

What did you do?

I hosted a LAN game via the GUI on Windows, and had a player join and play.

What happened?

The player can connect and play to my server just fine for my particular setup, but Wireshark indicates the game is sending UDP packets back to the connecting player using the wrong ...
by synchromach
Thu May 01, 2025 2:17 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] Logistics group selection modal cuts the group names.
Replies: 4
Views: 3204

Re: [Klonan] Logistics group selection modal cuts the group names.



Thanks for the report,

This is now fixed for the next release


Hi Klonan,

I'm on the latest experimental ( 2.0.47 ) but i see some names are still being cut.

05-01-2025, 00-47-27.png


He meant it will be fixed for 2.0.48. As long as the thread is still under "Resolved for the next ...
by synchromach
Tue Mar 11, 2025 3:46 pm
Forum: Not a bug
Topic: [2.0.39] cant search only "石" in RemoteView
Replies: 2
Views: 648

Re: [2.0.39] cant search only "石" in RemoteView

You can actually go to Crowdin and make the changes yourself, they will take effect next release.
by synchromach
Tue Feb 25, 2025 3:15 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
Replies: 25
Views: 15438

Re: [2.0.34] "virtual-signal=signal-ghost" is gone without migration



Given the amount of friction removal of this signal creates and pain of trying to migrate it to something else, this signal will be restored for 2.0.36.


Thank you, from what I see this is a good decision for now. Perhaps a different icon or other migration can be added in the future. I ...
by synchromach
Mon Feb 24, 2025 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
Replies: 25
Views: 15438

Re: [2.0.34] "virtual-signal=signal-ghost" is gone without migration

I wonder if this means we're gonna have 2 identical-looking icons for signals.
by synchromach
Thu Feb 13, 2025 10:03 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.34] Ghost cursor selection GUI element has extraneous top padding
Replies: 2
Views: 2572

Re: [2.0.34] Ghost cursor selection GUI element has extraneous top padding

Just to make it a bit clearer, this is the issue I meant to report:
1739440165_JqdBP_2.png
1739440165_JqdBP_2.png (55.39 KiB) Viewed 2565 times
by synchromach
Thu Feb 13, 2025 9:59 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.34] Ghost cursor selection GUI element has extraneous top padding
Replies: 2
Views: 2572

[Klonan] [2.0.34] Ghost cursor selection GUI element has extraneous top padding

The "Ghost cursor selection" part has extraneous top padding compared to other parts of a window when clicking on machines from remote-view.

1739440114_sd9Bs.png

White arrow that points out the misalignment caused by it:

1739440165_JqdBP.png

This was previously reported in https://forums ...
by synchromach
Tue Feb 04, 2025 3:29 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint
Replies: 5
Views: 2906

Re: [Lou][2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint

Lou wrote: Tue Feb 04, 2025 1:37 pm Thanks again for the report and for the reproduction steps. It has been fixed for 2.0.34
Thank you for fixing! :D
by synchromach
Fri Jan 31, 2025 5:03 pm
Forum: Duplicates
Topic: [Genhis][2.0.32] Crash in WaitConditions::isFulfilled when space platform hub takes damage
Replies: 5
Views: 1858

Re: [Genhis][2.0.32] Crash in WaitConditions::isFulfilled when space platform hub takes damage

To add, based on what you said and what I'm seeing, I guess the simplest steps to reproduce this bug is to
- have 2 similar platforms, A and B
- make platform A have some temporary stops
- copy hub A to B
- flip B's "Automatic / Paused thrust" switch to "Automatic"
- wait for it to reach a ...
by synchromach
Fri Jan 31, 2025 5:01 pm
Forum: Duplicates
Topic: [Genhis][2.0.32] Crash in WaitConditions::isFulfilled when space platform hub takes damage
Replies: 5
Views: 1858

Re: [Genhis][2.0.32] Crash in WaitConditions::isFulfilled when space platform hub takes damage


Thanks for reporting this. Your shattered planet platforms have no schedule, yet they are moving forward and when platform B transitions to the shattered planet connection, it causes the crash. Changing mods or updating the game temporarily fixes the issue because platforms recalculate their path ...
by synchromach
Thu Jan 30, 2025 7:23 am
Forum: Duplicates
Topic: [Genhis][2.0.32] Crash in WaitConditions::isFulfilled when space platform hub takes damage
Replies: 5
Views: 1858

[Genhis][2.0.32] Crash in WaitConditions::isFulfilled when space platform hub takes damage

Hi, you guys probably already fixed this bug internally in 2.0.33 (several people in a multiplayer server got the same crash at the same C++ function from 2.0.31 and you guys probably already saw the anonymous logs) but I just want to report this nonetheless just in case since it wasn't mentioned in ...
by synchromach
Tue Jan 28, 2025 5:14 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint
Replies: 5
Views: 2906

Re: [Lou][2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint

Hi, someone in that multiplayer server's Discord said they could reproduce it by
- placing a furnace
- copying it
- pressing R once
- super-force-build it on top of itself
I can reproduce it myself with the same steps:
rotat2.mp4
(2.46 MiB) Downloaded 277 times
by synchromach
Tue Jan 28, 2025 3:02 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint
Replies: 5
Views: 2906

Re: [2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint


Thank you for the report, however, I am a bit confused by your steps.


Sorry for the confusing steps, I forgot that I had to enable editor mode to reproduce this by myself:
rotat.mp4
I'm not sure whether this invalidates the bug report itself... For the actual bug, I unfortunately do not know ...
by synchromach
Mon Jan 27, 2025 7:10 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint
Replies: 5
Views: 2906

[Lou][2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint

I found this bug in a multiplayer session when someone pasted in a starter base blueprint rotated 90 degrees.

01-28-2025, 02-10-06.png

Attached fucked up furnace.zip is a save file post-paste post-build. Some things I noticed:
- Furnace works fine
- If you have a furnace in your hand and try to ...

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