Search found 23 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- Sun Mar 23, 2025 3:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
- Replies: 8
- Views: 3590
- Tue Mar 11, 2025 3:46 pm
- Forum: Not a bug
- Topic: [2.0.39] cant search only "η³" in RemoteView
- Replies: 2
- Views: 648
Re: [2.0.39] cant search only "η³" in RemoteView
You can actually go to Crowdin and make the changes yourself, they will take effect next release.
- 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 ...
- 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.
- 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:
- 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 ...
1739440114_sd9Bs.png
White arrow that points out the misalignment caused by it:
1739440165_JqdBP.png
This was previously reported in https://forums ...
- 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
Thank you for fixing!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
- Tue Feb 04, 2025 11:44 am
- Forum: Duplicates
- Topic: [Genhis][2.0.32] Crash in WaitConditions::isFulfilled when space platform hub takes damage
- Replies: 5
- Views: 1858
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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:
- 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:
- 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 ...
- 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 ...
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 ...
- Sun Jan 26, 2025 12:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.20] Connecting fusion generators' output back into fusion reactors sometimes results in plasma loss
- Replies: 9
- Views: 9051
Re: [2.0.20] Connecting fusion generators' output back into fusion reactors sometimes results in plasma loss
Same issue here on space platforms (version 2.0.32).