Search found 4274 matches
- Thu Nov 13, 2025 9:51 am
- Forum: Modding interface requests
- Topic: Support flipped graphics for fluid_boxes pipe_pictures
- Replies: 2
- Views: 143
Re: Support flipped graphics for fluid_boxes pipe_pictures
How is this different than resolution of 117390 ?
- Mon Nov 10, 2025 11:02 am
- Forum: Resolved for the next release
- Topic: [2.0.72] Crash when count is 0 on "give-item" effect
- Replies: 1
- Views: 255
Re: [2.0.72] Crash when count is 0 on "give-item" effect
In the next release, "give-item" modifier will throw an error given count of 0.
- Mon Nov 10, 2025 7:42 am
- Forum: Pending
- Topic: [2.0.72] Unknown cause of Crash (TransportLine::checkConsistency)
- Replies: 2
- Views: 183
Re: Unknown cause of Crash
Do you have a save file i could load and it would crash after some amount of time? Without it there is not much to be done since i am first time seeing crash in that specific place (transport line consistency and connector range start) which makes me believe this may be a hardware issue (possibly ...
- Mon Nov 10, 2025 7:02 am
- Forum: Not a bug
- Topic: [2.0.72] Passive provider to requester does deconstruct isntead of upgrade plan when force printing
- Replies: 2
- Views: 200
Re: [2.0.72] Passive provider to requester does deconstruct isntead of upgrade plan when force printing
I am not considering this to be a bug. Since requester has non trivial settings (item requests), if the passive provider was only ordered to be upgraded then it would not be able to store requests because passive provider has no requests leading to a behavior that would require restamping blueprint ...
- Fri Nov 07, 2025 1:45 pm
- Forum: Modding interface requests
- Topic: Fixed quality recipe input/outputs
- Replies: 1
- Views: 151
- Fri Nov 07, 2025 11:05 am
- Forum: Modding interface requests
- Topic: [2.0.69] Reactor entity with electric energy_source always working
- Replies: 6
- Views: 614
Re: [2.0.69] Reactor entity with electric energy_source always working
I am considering this bug report to be actually a modding interface request, because it is not a "thing does not work", it is "thing was never defined how it should work and now the scope is being extended".
Reactor's working_light_animation's tint is based on a value of light intensity from the ...
Reactor's working_light_animation's tint is based on a value of light intensity from the ...
- Fri Nov 07, 2025 10:52 am
- Forum: Fixed for 2.1
- Topic: [2.0.69] Cloning an inserter waiting for space on a belt swings back if it has less than carrying capacity
- Replies: 1
- Views: 298
Re: [2.0.69] Cloning an inserter waiting for space on a belt swings back if it has less than carrying capacity
Thanks for the report. Issue should be now fixed for 2.1.
- Thu Nov 06, 2025 12:48 pm
- Forum: Fixed for 2.1
- Topic: [2.0.69] Mining drill filters display as "any quality" even when quality is disabled
- Replies: 1
- Views: 298
Re: [2.0.69] Mining drill filters display as "any quality" even when quality is disabled
Thanks for the report. Issue is now fixed for 2.1.
- Thu Nov 06, 2025 11:11 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] The missile silo stops updating circuits network when inactive
- Replies: 1
- Views: 229
Re: [2.0.72] The missile silo stops updating circuits network when inactive
Thanks for the report. This behavior was already fixed for 2.1 as part of optimization, so i will mark this as "fixed for 2.1".
- Wed Nov 05, 2025 5:28 pm
- Forum: Duplicates
- Topic: [2.0.69] consumer of 2 power networks won't function until min consumption is met
- Replies: 2
- Views: 131
Re: [2.0.69] consumer of 2 power networks won't function until min consumption is met
I am considering this bug report to be essentially a duplicate of https://forums.factorio.com/105074 - chemical plant has 7kW drain and is within 2 electric networks. During update, first electric network charges chemical plant with equivalent of 6.6kW from solars while not applying drain (because ...
- Tue Nov 04, 2025 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Pre-select red/green wire in combinators
- Replies: 2
- Views: 162
Re: Pre-select red/green wire in combinators
In the hidden settings, enable `circuit-network-selection-always-enabled`.
If you do not know how to go to hidden settings: While in main menu hold Ctrl+Alt when clicking Settings, and "The rest" option will show up.
If you do not know how to go to hidden settings: While in main menu hold Ctrl+Alt when clicking Settings, and "The rest" option will show up.
- Tue Nov 04, 2025 10:39 am
- Forum: Not a bug
- Topic: [2.0.72] Underground pipe length visualization extends into empty space, underground belt does not
- Replies: 1
- Views: 293
Re: [2.0.72] Underground pipe length visualization extends into empty space, underground belt does not
I am not considering this inconsistency to be bug-report worthy. Underground pipes are checking tile collisions only with the tiles between the pipe ends while the underground belts check for tile collisions on tiles between the belt hats and directly under them which means the underground belt ...
- Mon Nov 03, 2025 5:22 pm
- Forum: Already exists
- Topic: [Resolved] Support for tier 4 module graphics in beacons
- Replies: 3
- Views: 265
Re: Support for tier 4 module graphics in beacons
Everything on the engine side works correctly. There are additional sprites rendering on top from `beacon-module-mask-box-1.png` (slots[1][2]), `beacon-module-mask-lights-1.png` (slots[1][3]) and `beacon-module-lights-1.png` (slots[1][4]). If you temporarily comment those out you will see your tier ...
- Mon Nov 03, 2025 12:37 pm
- Forum: Duplicates
- Topic: [2.0.72] Underground ghost not being placed on lava
- Replies: 7
- Views: 353
Re: [2.0.72] Underground ghost not being placed on lava
Because underground connections are only blocked by lava tiles and empty space tiles. Oil ocean does not block underground connections.crimsonarmy wrote: Mon Nov 03, 2025 12:35 pm Purely for my own curiosity, why does the oil ocean version work?
- Mon Nov 03, 2025 12:27 pm
- Forum: Duplicates
- Topic: [2.0.72] Underground ghost not being placed on lava
- Replies: 7
- Views: 353
Re: [2.0.72] Underground ghost not being placed on lava
I am considering this to be a duplicate of 116827 since belt drag building depends on undergrounds finding the other end and currently they are unable to find other end through tile ghosts.
- Mon Nov 03, 2025 12:16 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash (ItemPrototype:computeSpoilTick)
- Replies: 1
- Views: 168
Re: [2.0.72] Crash (ItemPrototype:computeSpoilTick)
Unfortunately without a reproduction there is nothing that can be done here. This crash looks like a hardware issue.
- Sun Nov 02, 2025 6:58 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 622
Re: Hide Fill Barrel Recipes From Signals
I am not contradicting myself. There is some magic inside of the assembler logic since it tries to select recipes using item signals, however with barreling specifically there is no such magic due to catalysts involved and so we require recipe signals to be present because assembler with set recipe ...
- Sun Nov 02, 2025 5:43 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 622
Re: Hide Fill Barrel Recipes From Signals
There is no item/recipe black magic here. Barreling recipes and unbarreling recipes cannot be selected by the item signal because those recipes do not create new items (due to catalysts), and as such the only way to select correct recipes is by sending a recipe signal. If those recipe signals would ...
- Tue Oct 28, 2025 11:56 pm
- Forum: Not a bug
- Topic: [2.0.69] Parameters with quality behave inconsistently
- Replies: 2
- Views: 280
Re: [2.0.69-0] Parameters with quality behave inconsistently
This is Not a bug.
Cases 3 and 4 are essentially non existent: when using different parameters, there is no quality coupling between parameters so this behaves exactly as case 1.
Case 2 is intended: if you have a blueprint with for example 3 assemblers, one crafting normal quality recipe, second ...
Cases 3 and 4 are essentially non existent: when using different parameters, there is no quality coupling between parameters so this behaves exactly as case 1.
Case 2 is intended: if you have a blueprint with for example 3 assemblers, one crafting normal quality recipe, second ...
- Tue Oct 28, 2025 12:58 pm
- Forum: Fixed for 2.1
- Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
- Replies: 9
- Views: 547
Re: [2.0.69] Ghost tiles have wrong color near rails in remote view
It looks that tile ghosts are not rendering on chart when they detect a colliding entity on top of them. Rails are using custom chart patterns that do not match collision box and as such the gaps become visible in places where rail decided to not draw its pixel due to chart pattern and tile ghost ...