Search found 16101 matches
- Sat Sep 20, 2025 7:26 am
- Forum: Not a bug
- Topic: [2.0.66] Inseters stack size not clear in tech tree
- Replies: 1
- Views: 69
Re: [2.0.66] Inseters stack size not clear in tech tree
This is not a big. The technology shows in the effects list what it’s doing.
- Fri Sep 19, 2025 8:41 pm
- Forum: Technical Help
- Topic: [2.0.66] Crash and save corruption "HeatBufferPrototype: long-handed-inserter got bad index"
- Replies: 1
- Views: 183
Re: [2.0.66] Crash and save corruption "HeatBufferPrototype: long-handed-inserter got bad index"
Save corruption like this has virtually always been traced to bad hardware: most commonly failing RAM but also sometimes failing CPUs.
Factorio is not tolerant of failing hardware because it expects things to be correct and failing hardware scrambles things.
I suggest running a memory test, but ...
Factorio is not tolerant of failing hardware because it expects things to be correct and failing hardware scrambles things.
I suggest running a memory test, but ...
- Thu Sep 18, 2025 10:33 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Mod performance issue: Trouble migrating massive amounts of item prototype names
- Replies: 3
- Views: 255
Re: [2.0.66] Mod performance issue: Trouble migrating massive amounts of item prototype names
After the changes I made 2 weeks ago, the provided save file and mod load in a few (3) seconds on my laptop.
- Thu Sep 18, 2025 10:23 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Mod performance issue: Trouble migrating massive amounts of item prototype names
- Replies: 3
- Views: 255
Re: [2.0.66] Mod performance issue: Trouble migrating massive amounts of item prototype names
I did some improvements around this logic 2 weeks ago pending a release of the next experimental game version. It makes it faster - but it will always take some amount of time. The issue is compounded by migrations running for each blueprint in the save file and each blueprint in your library. There ...
- Thu Sep 18, 2025 6:49 pm
- Forum: Minor issues
- Topic: [2.0.66] Blueprint icon shakes while character moving
- Replies: 2
- Views: 310
Re: [2.0.66] Blueprint icon shakes while character moving
Thanks for the report. I looked into this and I don't see a reasonable way to prevent this from happening. There's some precision loss going from the screen position the cursor wants to draw at to the end draw order sent to the drawing logic due to the position passing between screen-space and world ...
- Wed Sep 17, 2025 2:11 pm
- Forum: Not a bug
- Topic: [2.0.66] Stack insterer only respect certain stack size limits. 1,2,3,4,8,12,16 other limits ignored
- Replies: 2
- Views: 263
Re: [2.0.66] Stack insterer only respect certain stack size limits. 1,2,3,4,8,12,16 other limits ignored
Thanks for the report however this is working as intended. Stack inserters only output full stacks of items onto belts unless specifically set to be less than the belt stack size. When the inserter limit is set to > the belt stack size but < a multiple of the stack size - it has no way to know "I ...
- Tue Sep 16, 2025 8:48 pm
- Forum: Technical Help
- Topic: [2.0.66-1] Corrupted Save
- Replies: 7
- Views: 363
Re: [2.0.66-1] Corrupted Save
Reason: CRC check failed: The zip is corrupted.
This means it was corrupt after the game told the operating system to save it to disk. The only known way for that to happen is failing hardware (RAM, SSD/HDD, or CPU). So in that regard: there's no bug here for us to work on and the topic was put ...
This means it was corrupt after the game told the operating system to save it to disk. The only known way for that to happen is failing hardware (RAM, SSD/HDD, or CPU). So in that regard: there's no bug here for us to work on and the topic was put ...
- Tue Sep 16, 2025 8:40 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] CustomInputEvent set to mouse buttons doesn't raise when clicking on GUIs
- Replies: 1
- Views: 260
Re: [2.0.66] CustomInputEvent set to mouse buttons doesn't raise when clicking on GUIs
Thanks for the report. This is now fixed for the next release.
- Mon Sep 15, 2025 10:24 pm
- Forum: Resolved for the next release
- Topic: [hrusa] [2.0.47] Crash deconstructing asteroid collector "unregistering a chunk that was not forced in navmesh."
- Replies: 2
- Views: 510
Re: [hrusa] [2.0.47] Crash deconstructing asteroid collector "unregistering a chunk that was not forced in navmesh."
This is now fixed for the next release.
- Mon Sep 15, 2025 8:47 pm
- Forum: Assigned
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 1
- Views: 368
Re: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
Would you be able to provide a zip of the mods needed to reproduce this? I'm having a difficult time understanding the exact required set of installed mods and steps to reproduce the issue(s) mentioned.
- Mon Sep 15, 2025 8:27 pm
- Forum: Not a bug
- Topic: [2.0.66] Icons do not scale correctly in map view
- Replies: 2
- Views: 318
Re: [2.0.66] Icons do not scale correctly in map view
Given the constant scaling factor of 2.5, and that recipe icons load with an expected icon size of 64 - which is the same icon used in map view - I'm going to put this into not-a-bug.
- Mon Sep 15, 2025 7:50 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
- Replies: 2
- Views: 339
Re: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Thanks for the report. This is now fixed for the next release.
- Mon Sep 15, 2025 7:31 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Crash closing unsaved ship interrupts (ScheduleGui:operator)
- Replies: 1
- Views: 515
Re: [2.0.66] Crash closing unsaved ship interrupts (ScheduleGui:operator)
Thanks for the report. This is now fixed for the next release.
- Mon Sep 15, 2025 6:15 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Crash changing text input value "bad_array_new_length"
- Replies: 2
- Views: 309
Re: [2.0.66] Crash changing text input value "bad_array_new_length"
Actually I was able to figure out the underlying issue and it's now fixed for the next release.
- Mon Sep 15, 2025 5:15 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Crash changing text input value "bad_array_new_length"
- Replies: 2
- Views: 309
Re: [2.0.66] Crash changing text input value "bad_array_new_length"
Thanks for the report. It looks like this might be an engine issue - however without a way to reproduce it I can't be sure. If you ever do figure out how it happened and can make it happen again please let us know.
- Mon Sep 15, 2025 5:13 pm
- Forum: Not a bug
- Topic: Artillery Exploration doesn't reveal some map areas
- Replies: 1
- Views: 127
Re: Artillery Exploration doesn't reveal some map areas
Thanks for the report. This is due to the chunk generation limit and how fast the game will generate them. You simply need to wait a few moments/a minute or two and it will catch up.
- Mon Sep 15, 2025 5:12 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Modded, If button gets enabled/disabled style.font_color doesn't get updated until hovered.
- Replies: 1
- Views: 246
Re: [2.0.66] Modded, If button gets enabled/disabled style.font_color doesn't get updated until hovered.
Thanks for the report. This is now fixed for the next release.
- Mon Sep 15, 2025 2:29 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] LuaPlayer.can_build_from_cursor ignores position being out of reach
- Replies: 2
- Views: 345
Re: [2.0.66] LuaPlayer.can_build_from_cursor ignores position being out of reach
Thanks for the report. This is now fixed for the next release.
- Mon Sep 15, 2025 1:31 pm
- Forum: Resolved Requests
- Topic: [2.0.64] LuaGuiElement.add woes with sparse arrays?
- Replies: 11
- Views: 649
Re: [2.0.64] LuaGuiElement.add woes with sparse arrays?
Thanks for the report however I don't believe there's any way to reasonably fix this. The way the values are stored internally only supports pure-number sequential keys (starting at 1), or pure string keys.
At best, we can update the Lua docs to mention this limitation.
At best, we can update the Lua docs to mention this limitation.
- Sat Sep 13, 2025 4:38 pm
- Forum: 1 / 0 magic
- Topic: [2.0.66] Crash saving when moving platform to system edge
- Replies: 9
- Views: 303
Re: [2.0.66] Crash saving when moving platform to system edge
If your PC blue-screened then you have hardware/driver issues. Given the crash logs provided, I lean towards hardware. Most likely RAM, but also possibly the Ryzen CPU issue.
Mods are not able to cause crash-to-desktop errors or bluescreens.
Mods are not able to cause crash-to-desktop errors or bluescreens.