Search found 4413 matches

by boskid
Sat Mar 07, 2026 9:37 am
Forum: Not a bug
Topic: Assembling Machines showing multiple fluid inputs on a 1 fluid recipe
Replies: 1
Views: 147

Re: Assembling Machines showing multiple fluid inputs on a 1 fluid recipe

I am not seeing any bugs here, some mods added second fluid and possibly the same mods added second fluid box to assemblers to make those recipes craftable. Given this is modded and there was no save file provided i am going to throw this to Not a bug.

Even in base game there are some machines that ...
by boskid
Wed Mar 04, 2026 11:41 am
Forum: Bug Reports
Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
Replies: 2
Views: 163

Re: [2.0.73] Flipping splitter moves items in output to wrong lane

I am considering this to be minor enough to not need this to be fixed at that moment. There was already some attempts at doing something similar and it was causing problems (https://forums.factorio.com/119271). What you are describing as "expected" suggests that items that were on top-right should ...
by boskid
Mon Mar 02, 2026 6:05 am
Forum: Not a bug
Topic: [2.0.73] Decider combinator with ANYTHING on both sides sends wrong output signal
Replies: 7
Views: 503

Re: [2.0.73] Decider combinator with ANYTHING on both sides sends wrong output signal

Ref https://forums.factorio.com/viewtopic.php?p=628542#p628542
I will have to reconsider if anything signal should be allowed on the output side. Ability of setting anything output was added when there was no selector combinator yet and as such it was only a trick to get one signal out of many. Now ...
by boskid
Sat Feb 28, 2026 11:13 am
Forum: Not a bug
Topic: Thrusters activate in odd pattern [2.0.76]
Replies: 4
Views: 297

Re: Thrusters activate in odd pattern [2.0.76]

I am not seeing any bugs here. Thrusters have pipe connections across diagonals so first thruster gets fuel on top left pipe and oxidizer on bottom left which is correct. Second thruster sees oxidizer on the top left input which is wrong fluid and fuel on the bottom left input which is also wrong ...
by boskid
Thu Feb 26, 2026 10:25 am
Forum: Not a bug
Topic: [2.0.76] "ignore surface conditions" checkbox missing
Replies: 2
Views: 164

Re: [2.0.76] "ignore surface conditions" checkbox missing

This checkbox only shows up when you have mods enabled that are using a "space travel" feature flag. Not a bug.
by boskid
Wed Feb 25, 2026 10:58 pm
Forum: Gameplay Help
Topic: Items disappear when deconstructing assembler on space platform
Replies: 2
Views: 266

Re: Items disappear when deconstructing assembler on space platform

There are some items that are considered a "low value" and are better voided rather than moved to hub because they could easily cause hub overflow. Default list of items that are moved to hub are: modules, items that build entities, items that build tiles and non-intermediate items if they cannot be ...
by boskid
Wed Feb 25, 2026 9:26 pm
Forum: Assigned
Topic: [Pard][2.0.73] Demolisher Yield Count Incorrect in Factoriopedia
Replies: 3
Views: 305

Re: [2.0.73] Demolisher Yield Count Incorrect in Factoriopedia

Eh... Demolisher consists of multiple entities, a head, multiple segments and tail. So what you are describing is that when opening factoriopedia just for the head of a demolisher, a total yield of all entities that are part of a demolisher should be added up and shown in factoriopedia. I have mixed ...
by boskid
Wed Feb 25, 2026 9:17 pm
Forum: Assigned
Topic: [Pard][2.0.73] Demolisher Yield Count Incorrect in Factoriopedia
Replies: 3
Views: 305

Re: [2.0.73] Demolisher Yield Count Incorrect in Factoriopedia

I am not seeing any bugs here. Factoriopedia shows "Big demolisher remains" which is an entity that is spawned from a demolisher segment, while the deconstruction planner shows yield of mining all of the big demolisher remains, which are tungsten ore.

"Big demolisher remains" != "tungsten ore" and ...
by boskid
Wed Feb 25, 2026 7:41 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Decider combinator shows three parameter in alt view
Replies: 1
Views: 236

Re: [2.0.76] Decider combinator shows three parameter in alt view

Thanks for the report. It looks like the drawing is correct as it draws signals that are indeed present on the right side, it is just the gui that refuses to draw those signals since they are not allowed there. For 2.1 i adjusted decider logic to reject special signals on the right side of ...
by boskid
Tue Feb 24, 2026 7:05 pm
Forum: Implemented mod requests
Topic: Make current lifecycle stage accessible
Replies: 15
Views: 1920

Re: Make current lifecycle stage accessible

Added LuaHelpers::stage read (returning "settings", "prototype" or "runtime") for 2.1.
by boskid
Tue Feb 24, 2026 12:54 pm
Forum: Fixed for 2.1
Topic: [boskid] [2.0] "Quality probabilities" tip is misleading
Replies: 11
Views: 7510

Re: [Pard] [2.0] "Quality probabilities" tip is misleading

I did some adjustments for 2.1 and changed it slightly towards what i think it should look like. I think this resolves this report.
02-24-2026, 13-53-26.png
02-24-2026, 13-53-26.png (36.46 KiB) Viewed 571 times
by boskid
Mon Feb 23, 2026 7:26 pm
Forum: Not a bug
Topic: [2.0.75] unlocked hidden qualities show the "ingredient quality" picker
Replies: 2
Views: 175

Re: [2.0.75] unlocked hidden qualities show the "ingredient quality" picker

I am going to throw this to Not a bug. This situation is a malformed mod which does not allow selecting any qualitities and as such expected behavior would be to not allow selecting recipe at all because none can be selected. If you really want i can make "normal" quality prototype to be unable to ...
by boskid
Mon Feb 23, 2026 9:04 am
Forum: Not a bug
Topic: [2.0.73] Inserter is disabled by control behavior when it should not
Replies: 2
Views: 160

Re: [2.0.73] Inserter is disabled by control behavior when it should not

Not a bug.

Logistic condition is intentionally always false when out of logistic network range. If you do not want inserter to be disabled by logistic condition, uncheck the "connect" checkbox.
by boskid
Sun Feb 22, 2026 9:20 am
Forum: Bug Reports
Topic: [2.0.75] Inconsistent display panel wire reach depending on orientation
Replies: 1
Views: 251

Re: [2.0.75] Inconsistent display panel wire reach depending on orientation

Looks like it is a side effect of display panel having selection box that is non square that is not centered since wire reach is based on distance between entity selection boxes (except when measured between electric poles but this is unrelated)
by boskid
Sat Feb 21, 2026 2:31 pm
Forum: Technical Help
Topic: game is crashing
Replies: 7
Views: 383

Re: game is crashing

Given that those 2 crashes are completly unrelated to each other i suspect a hardware problem, either ram or cpu, however since you have 14700K cpu, it is likely you may need to update bios to avoid cpu degradation however if your cpu has degraded too much already it may need to be RMA'd to a ...
by boskid
Fri Feb 20, 2026 3:38 pm
Forum: Not a bug
Topic: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction
Replies: 4
Views: 345

Re: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction

Those robots in the alert were already reassigned to a different logistic network. One of roboports to which those robots were assigned to is at position [gps=128.5,-75.5] on nauvis. That entity is based on the RoboportPrototype and does not provide stationing spots for robots and as such it is a ...

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