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- Mon Jun 12, 2023 9:16 am
- Forum: Duplicates
- Topic: [1.1.80 Windows] Wall texture not updated after destroying cliff
- Replies: 2
- Views: 491
- Fri Jun 09, 2023 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.82] Fluid-powered loader-1x1s do not show "out of fuel" notification when filled then emptied
- Replies: 1
- Views: 1118
Re: [boskid][1.1.82] Fluid-powered loader-1x1s do not show "out of fuel" notification when filled then emptied
Thanks for the report. Issue is now fixed for 1.1.83. When i was adding energy source support to loaders i did some clever tricks to reduce update cost but those tricks were too clever as i made loader only able to consume energy in increments of energy_per_item. In this case when the amount of ener...
- Fri Jun 09, 2023 5:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.82] Rotating in-hand ghosts including loader-1x1s with a fluid energy source results in hard crash
- Replies: 1
- Views: 1115
Re: [boskid][1.1.82] Rotating in-hand ghosts including loader-1x1s with a fluid energy source results in hard crash
Thanks for the report. Issue is now fixed for 1.1.83
- Mon Jun 05, 2023 8:38 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
- Replies: 6
- Views: 1860
Re: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
Once 1.1.83 will be released, could you verify if this issue is still present? When fixing 106428 i had to backport one of the changes related to compound prototypes creation where i also decided to bring the fluid filter fix.
- Mon Jun 05, 2023 8:36 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
- Replies: 3
- Views: 1809
Re: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
Ok, i somehow managed to backport the fix from 1.2.0 back to 1.1.83 without bringing other unrelated changes with it, i was just missing one bit of knowledge i completly ignored 6 months since it was not required for me back then.
- Sat Jun 03, 2023 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
- Replies: 3
- Views: 1809
Re: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
Thanks for the report. This is obviously a bug, however a fix for this is really annoying to implement, it requires basically rewriting half of the FluidBoxManager logic used by CraftingMachines. I was already fixing exactly that issue during one of refactorings for 1.2.0 around 6 months ago and i k...
- Thu Jun 01, 2023 6:03 pm
- Forum: Duplicates
- Topic: [1.1.82] CTD Modded
- Replies: 1
- Views: 505
Re: [1.1.82] CTD Modded
Thanks for the report. This issue was already reported in 105935 and is fixed in 1.1.81. Current experimental release is 1.1.82 to which you can switch to in order to stop those crashes from happening.
- Wed May 31, 2023 4:59 am
- Forum: Modding help
- Topic: how do collision masks work in request_path
- Replies: 2
- Views: 644
Re: how do collision masks work in request_path
By having bounding box centered at {0,0} and passing a water-tile collision mask it should not path over water anymore since that layer collides with water tile. Most likely what you say is not what your code does so please share your currently not working code piece to get accurate answers. As for ...
- Wed May 31, 2023 4:52 am
- Forum: Modding help
- Topic: How do I use request_path?
- Replies: 4
- Views: 1120
Re: How do I use request_path?
Did you ever figure this out? I'm having the same problem were request path generates a path over water for the player. Given the other topic (https://forums.factorio.com/106448) you opened while cross posting here, i will give you an answer here for the part related to this topic: Your problem is ...
- Wed May 24, 2023 6:40 am
- Forum: Not a bug
- Topic: [1.1.82] Power pole connection missing when replacing ghost with create_entity
- Replies: 1
- Views: 580
Re: [1.1.82] Power pole connection missing when replacing ghost with create_entity
Thanks for the report however i am not considering this to be a bug. As you noticed there are already 4 different connections at the electric pole below leaving only a single one cable slot for the ghost. By creating another pole through the create_entity you basically specify a new entity which is ...
- Tue May 23, 2023 12:51 pm
- Forum: Not a bug
- Topic: [1.1.80] Splitters do not exchange lines
- Replies: 3
- Views: 682
Re: [1.1.80] Splitters do not exchange lines
None of the 3 possible outcomes is preferred. There are actually 4 distinct outcomes since there are 2 cases for left lines and 2 cases for right lines: they are either passed through or swapped, so 2x2 = 4. Exact outputs selected are based on the previous state of a splitter, it simply remembers &q...
- Tue May 23, 2023 12:29 pm
- Forum: Not a bug
- Topic: [1.1.80] Splitters do not exchange lines
- Replies: 3
- Views: 682
Re: [1.1.80] Splitters do not exchange lines
Thanks for the report however that is Not a bug. Splitter receives 2 full belts and outputs 2 full belts, everything is working as expected. There are solutions to guarantee mixing as you expect but they are using more than 1 splitter.
- Sun May 21, 2023 12:40 pm
- Forum: Duplicates
- Topic: [1.1.80] crash on exit
- Replies: 3
- Views: 1344
Re: [1.1.80] crash on exit
This log file does not show any crashes.
- Tue May 16, 2023 9:29 pm
- Forum: 1 / 0 magic
- Topic: [1.1.81] Crash loading save, checkNearbyForcesUnRegistration fails
- Replies: 2
- Views: 845
Re: [1.1.81] Crash loading save, checkNearbyForcesUnRegistration fails
With Rseding we took a look at this save file and there are traces of memory corruption. The crash happens on the military target that is attached to a straight-rail at position {2231, 285} on surface "Hadur". That rail was not supposed to have a military target. The same rail also reports...
- Sat May 13, 2023 10:02 am
- Forum: Not a bug
- Topic: [1.1.80] Underground belt bug with inserter control drops.
- Replies: 2
- Views: 716
Re: [1.1.80] Underground belt bug with inserter control drops.
Given you did not provide a log file (that would contain details about mods used) or a save file (that would allow to quickly verify the behavior), since i am seeing the inserter drop arrows at a different positions i am going to say that this is a mod issue. Decision on which lane an inserter will ...
- Wed May 10, 2023 5:19 am
- Forum: Pending
- Topic: [1.1.80 win64] Inserters stop taking from full belts
- Replies: 1
- Views: 536
Re: [1.1.80 win64] Inserters stop taking from full belts
Welcome on the forums.
Could you provide a save file where the issue can be observed?
Could you provide a save file where the issue can be observed?
- Mon May 08, 2023 12:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Game crash caused by cut operation
- Replies: 7
- Views: 2017
Re: [boskid][1.1.81] Game crash caused by cut operation
Thanks for the report. Issue is now fixed for 1.1.82. As for a temporary workaround, the issue is based on the fact that the Advanced Fluid Handling's pipe-to-ground connects on both sides so when it is removed it tries to reconnect 2 nearby pipes-to-ground. Issue is that first connection was going ...
- Mon May 08, 2023 9:43 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Game crash caused by cut operation
- Replies: 7
- Views: 2017
Re: [1.1.81] Game crash caused by cut operation
Ok i was able to reproduce the crash using only Advanced Fluid Handling mod and Fluid Must Flow mod. It is related to this configuration:
- Mon May 08, 2023 8:11 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Game crash caused by cut operation
- Replies: 7
- Views: 2017
Re: [1.1.81] Game crash caused by cut operation
I am unable to sync all mods with this save as there are is no "AnimationFreeze" and "aotixzhcn" mods on the mod portal, loading without those mods complains on incorrect inserter stack size and loading without some mods disabled from previous steps fails in osha_hot_swap handler...
- Sun May 07, 2023 6:53 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.81] Copy-paste randomly loses building recipes
- Replies: 17
- Views: 3326
Re: [boskid][1.1.81] Copy-paste randomly loses building recipes
Thanks! Would the Space Exploration beacons also cause this bug? I've noticed the copy-paste issue with that mod too. Unlikely, Space Exploration is not spawning hidden entities around beacons so if you have problems here that would be a separate issue for which a new set of details would be requir...