Search found 3069 matches
- Tue Dec 03, 2024 10:58 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.23] what is a real wire connection?
- Replies: 4
- Views: 118
Re: [2.0.23] what is a real wire connection?
Short explanation is: - wire is "real" when entities at both ends are "real" (not ghost). Real wires are causing real effects: propagating electric network or circuit network, carrying signals, electricity. Opposite case is ghost wires which are just visual (script will see them ...
- Tue Dec 03, 2024 8:56 am
- Forum: Not a bug
- Topic: Solar panels show default output on Electric network window
- Replies: 3
- Views: 139
Re: Solar panels show default output on Electric network window
After some additional consideration i am going to definitely move this to Not a bug. I see no reason for having solar panel tooltips for a solar panel group to account for surface conditions same as assemblers do not account for energy consumption effects caused by modules. With assemblers it is eve...
- Tue Dec 03, 2024 6:36 am
- Forum: Not a bug
- Topic: Solar panels show default output on Electric network window
- Replies: 3
- Views: 139
Re: Solar panels show default output on Electric network window
While in a vast majority of cases a single electric network exists on a single surface, it is possible with mods to have one network spanning multiple surfaces in which case the tooltip would be ambiguous. I am not considering this to be a bug, its a generic tooltip for given entity type. I will kee...
- Tue Dec 03, 2024 5:21 am
- Forum: Not a bug
- Topic: [2.0.23]empty beacons are helping out the quality stat
- Replies: 1
- Views: 64
Re: [2.0.23]empty beacons are helping out the quality stat
Not a bug. Quality debuff is reduced but also speed buff is reduced.
- Mon Dec 02, 2024 6:13 pm
- Forum: Not a bug
- Topic: [2.0.23] Loaders do not orient when built on space platforms
- Replies: 2
- Views: 89
Re: [2.0.23] Loaders do not orient when built on space platforms
Given https://mods.factorio.com/mod/aai-loaders/changelog, if you update "AAI Loaders" mod to 0.2.5, the issue should be fixed. Base game never rotates loaders and as such this is not a bug, this is strictly a mod issue.
- Mon Dec 02, 2024 5:08 am
- Forum: Not a bug
- Topic: [2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections
- Replies: 2
- Views: 186
Re: [2.0.23] Underground pipe connections fail when underground_collision_mask differs in fluid_box.pipe_connections
For 2.0.24 i changed the connection logic slightly to make underground fluid box connections with incompatible underground_collision_mask possible, such connection will fail when tile between collides with any of the two masks on connection ends.
- Mon Dec 02, 2024 2:10 am
- Forum: Resolved for the next release
- Topic: [boskid][2.0.21] Disabled gun turret with 0 health, cannot deconstruct, won't die
- Replies: 2
- Views: 193
Re: [boskid][2.0.21] Disabled gun turret with 0 health, cannot deconstruct, won't die
Thanks for the report. Issue is now fixed for 2.0.24.
- Mon Dec 02, 2024 1:04 am
- Forum: Gameplay Help
- Topic: Setting a recipe on an assembler with circuits
- Replies: 3
- Views: 125
Re: Setting a recipe on an assembler with circuits
Can you show the assembler gui? Usually it wont set recipe until all trash items from previous recipe are taken out.
- Sun Dec 01, 2024 11:12 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.21] Disabled gun turret with 0 health, cannot deconstruct, won't die
- Replies: 2
- Views: 193
Re: [2.0.21] Disabled gun turret with 0 health, cannot deconstruct, won't die
Heh, they are in a dying state which requires them to remain active for anination purposes but control behavior deactivates it. That should be an easy fix
- Sun Dec 01, 2024 4:08 pm
- Forum: Duplicates
- Topic: Desynced while building with elevated rails
- Replies: 2
- Views: 60
Re: Desynced while building with elevated rails
I will mark this as duplicate of 123181
- Sun Dec 01, 2024 3:21 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.21] Recipes with fluid only ingredients allow specifying the recipe quality
- Replies: 3
- Views: 608
Re: [2.0.21] Recipes with fluid only ingredients allow specifying the recipe quality
Thanks for the report. Issue is now fixed for 2.0.24.
- Sun Dec 01, 2024 1:32 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.21] Some signals cannot be parameterized
- Replies: 1
- Views: 222
Re: [boskid][2.0.21] Some signals cannot be parameterized
Thanks for the report. Those are now added for 2.0.24.
- Sun Dec 01, 2024 12:27 pm
- Forum: Not a bug
- Topic: [2.0.21] "Fish" signal sent to a biochamber with "Set Recipe" sets the recipe to "Fish Breeding"
- Replies: 3
- Views: 145
Re: [2.0.21] "Fish" signal sent to a biochamber with "Set Recipe" sets the recipe to "Fish Breeding"
Not a bug. Selecting recipe based on match on item product is intended feature.
- Sun Dec 01, 2024 2:52 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] Crash on save consistency checking (AsteroidCollectorControlBehavior)
- Replies: 4
- Views: 155
Re: [2.0.20] Crash on save consistency checking (AsteroidCollectorControlBehavior)
This was fixed in 2.0.21
- Sun Dec 01, 2024 2:43 am
- Forum: Not a bug
- Topic: [2.0.23] Inserter can pass items to each other while chest in between
- Replies: 3
- Views: 220
Re: [2.0.23] Inserter can pass items to each other while chest in between
This looks like update order dependency. Trashing is not instant, it happens once per tick so if the inserter update order is first insert then second extract, then trashing would not happen in between. Inserter waking up on container will schedule itself before other inserter so it avoids the issue...
- Sat Nov 30, 2024 8:06 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.23] Selector combinator introduces meaningless blueprint parameter
- Replies: 1
- Views: 218
Re: [boskid][2.0.23] Selector combinator introduces meaningless blueprint parameter
Thanks for the report. For 2.0.24 i made parametrization of selector combinator only propose those variables that are relevant in selected mode.
- Sat Nov 30, 2024 3:33 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.23] Entity prototypes are missing "layers" information, leading to collision_mask_util.masks_collide crash
- Replies: 1
- Views: 150
Re: [boskid][2.0.23] Entity prototypes are missing "layers" information, leading to collision_mask_util.masks_collide cr
Thanks for the report. Issue is now fixed for 2.0.24. My intention was to have "layers" be mandatory in all cases using the "make modders happy by reducing amount of formats data can be given" and this code was also structured in a way that was supposed to guarantee layers is giv...
- Sat Nov 30, 2024 3:10 pm
- Forum: Not a bug
- Topic: [2.0.21] The wire does not reach
- Replies: 23
- Views: 745
Re: [2.0.21] The wire does not reach
No, i will just use your own argument about importance of real life analogy here: to have long cables, both endpoints need to be able to resist increased tensile forces so they need to be strong enough. Inserter is not strong enough to resist immense tensile forces of having such a long wire (it was...
- Sat Nov 30, 2024 2:48 pm
- Forum: Not a bug
- Topic: [2.0.21] The wire does not reach
- Replies: 23
- Views: 745
Re: [2.0.21] The wire does not reach
After all, the essence of my claim is that the power line does not perform its function, not allowing you to connect the green wire. In its area of operation. This shouldn't be happening! 4 [30.11.2024].png So you are suggesting that if entity is in range of electric coverage, then wire should also...
- Sat Nov 30, 2024 2:42 pm
- Forum: Not a bug
- Topic: [2.0.21] The wire does not reach
- Replies: 23
- Views: 745
Re: [2.0.21] The wire does not reach
If you want to use real life comparisons then lets go that way: if you have 2 big electric poles with super long wire between them then weight of the wire may be significant so the tensile force on the cable will be significant and so the forces on the big pole need to balance by having wire from bo...