Search found 4038 matches
- Mon Jul 28, 2025 11:02 am
- Forum: Not a bug
- Topic: [2.0.60] Landfill can be placed on top of artificial soil
- Replies: 2
- Views: 83
Re: [2.0.60] Landfill can be placed on top of artificial soil
I am considering this to be working correctly. Since it is possible to remove one tile and place other one, there is no reason to disallow direct replacement between them, similarily as you can replace stone path with concrete without tile removal in between.
- Sun Jul 27, 2025 11:24 pm
- Forum: Pending
- Topic: Thruster clipping
- Replies: 1
- Views: 79
Re: Thruster clipping
Please follow https://forums.factorio.com/3638 when reporting bugs, that counts providing a game version, a log file and a save file where an issue can be observed.
If you got this setup while using an Editor, then this will become a Not a bug since editor controller by default ignores tile ...
If you got this setup while using an Editor, then this will become a Not a bug since editor controller by default ignores tile ...
- Sun Jul 27, 2025 12:47 pm
- Forum: Technical Help
- Topic: [2.0.60] Crash on save load (Error LogisticPointFilters.cpp:233: Requested filter not present)
- Replies: 2
- Views: 140
Re: [2.0.60] Crash on save load (Error LogisticPointFilters.cpp:233: Requested filter not present)
I tried to load this save file in 2.0.61 unreleased and it loads just fine so it looks there is a migration that fixes whatever corruption has happened here. In the Load game gui you should be able to trigger this migration by holding Control key while you press "Load" button - in this case the save ...
- Sun Jul 27, 2025 11:08 am
- Forum: Technical Help
- Topic: [2.0.60] Save file corrupt, unknown protoype ID 255, failing hardware.
- Replies: 2
- Views: 211
Re: [2.0.60] Save file corrupt, unknown protoype ID 255, failing hardware.
Suspicious... Corruption here is of exactly the same type as in 130049 - 5th item filter, corrupted exactly the same way as in the other topic with exactly the same values (Notes: FF FF FF 7F)
- Sun Jul 27, 2025 10:58 am
- Forum: Technical Help
- Topic: [2.0.60] Probably corrupted save 244hours in, game crash after load
- Replies: 7
- Views: 285
Re: [2.0.60] Probably corrupted save 244hours in, game crash after load
One of inserters had complete garbage values on its 5th filter slot.
- Wed Jul 23, 2025 10:41 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.60] LuaLogisticNetwork documentation for logistic_robots
- Replies: 2
- Views: 167
Re: [2.0.60] LuaLogisticNetwork documentation for logistic_robots
There is some amount of prior knowledge when working with factorio lua api, one of the most important ones you seem to be missing is what an Entity is and what an Item is: Entity is an object that is on the surface (this also includes blueprints), while an Item is an object that is inside of item ...
- Wed Jul 23, 2025 6:41 pm
- Forum: Modding help
- Topic: Inserters ignoring ProxyContainers
- Replies: 5
- Views: 225
Re: Inserters ignoring ProxyContainers
Only explanation i can guess from the details provided is that you are creating that entity using LuaSurface::create_entity and you failed to provide a `force` parameter causing the entity to be of `enemy` force. When a container is of different force, inserters will be able to insert items into it ...
- Wed Jul 23, 2025 5:27 pm
- Forum: Modding help
- Topic: Inserters ignoring ProxyContainers
- Replies: 5
- Views: 225
Re: Inserters ignoring ProxyContainers
Cannot reproduce.
- Wed Jul 23, 2025 12:16 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 419
Re: [2.0.60] Crash on certain tick
Thanks for the report. Issue is now fixed for 2.0.61.
- Wed Jul 23, 2025 8:43 am
- Forum: Pending
- Topic: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
- Replies: 4
- Views: 315
Re: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
I am not going to play a guessing game, if you want to get an answer, please provide a reproduction where i can observe what is not working.
When adding "wait for full stack" i was aware that belt stack size can be changed at runtime, there is a test covering this exact use case and loader is ...
When adding "wait for full stack" i was aware that belt stack size can be changed at runtime, there is a test covering this exact use case and loader is ...
- Wed Jul 23, 2025 7:53 am
- Forum: Duplicates
- Topic: [2.0.60] Loop of belts with "Hold (all belts)" counts items in splitter if output priority is set
- Replies: 2
- Views: 148
- Wed Jul 23, 2025 7:15 am
- Forum: Pending
- Topic: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
- Replies: 4
- Views: 315
Re: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
Cannot reproduce any issues.
Code: Select all
data.raw["loader"]["loader"].wait_for_full_stack = true
data.raw["loader"]["loader"].adjustable_belt_stack_size = true
data.raw["loader"]["loader"].max_belt_stack_size = 4
- Wed Jul 23, 2025 6:55 am
- Forum: Duplicates
- Topic: Assembler fixed_quality will show impossible quality overlays
- Replies: 1
- Views: 90
Re: Assembler fixed_quality will show impossible quality overlays
I will consider this a duplicate of 130005
- Wed Jul 23, 2025 6:50 am
- Forum: Not a bug
- Topic: [2.0.60] Recipes with no item ingredients do not produce quality items
- Replies: 1
- Views: 160
Re: [2.0.60] Recipes with no item ingredients do not produce quality items
Not a bug.
Recipe quality only affects item ingredient quality that is accepted while product quality is based on lowest quality of item ingredient.
Changing this behavior to what you are asking would create migration problems because if a recipe had items and quality was selected, if recipe ...
Recipe quality only affects item ingredient quality that is accepted while product quality is based on lowest quality of item ingredient.
Changing this behavior to what you are asking would create migration problems because if a recipe had items and quality was selected, if recipe ...
- Wed Jul 23, 2025 6:34 am
- Forum: Gameplay Help
- Topic: [ISSUE] - Decider Combinator
- Replies: 4
- Views: 289
- Tue Jul 22, 2025 7:50 pm
- Forum: Gameplay Help
- Topic: Selection tool stuck in the inventory
- Replies: 1
- Views: 134
Re: Selection tool stuck in the inventory
That is a filter set on the inventory slot. Just move cursor over that slot and press middle mouse button to get rid of that inventory filter.
- Mon Jul 21, 2025 8:15 am
- Forum: Gameplay Help
- Topic: splitter bug / problem
- Replies: 6
- Views: 323
Re: splitter bug / problem
There are no bugs visible here.
- Sun Jul 20, 2025 6:24 am
- Forum: Duplicates
- Topic: [2.0.60] Furnace type entities does not respect per recipe module restrictions
- Replies: 2
- Views: 118
- Sun Jul 20, 2025 6:24 am
- Forum: Duplicates
- Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
- Replies: 2
- Views: 320
- Fri Jul 18, 2025 11:14 am
- Forum: Not a bug
- Topic: [2.0.55] Module calibrator and calibration formulas lack PL text
- Replies: 2
- Views: 204
Re: [2.0.55] Module calibrator and calibration formulas lack PL text
Thanks for the report however this is Not a bug.
You are playing with mods. Whatever this entity is, it does not come from base game or from SA. Go ask the mod author to add translations if you want.
You are playing with mods. Whatever this entity is, it does not come from base game or from SA. Go ask the mod author to add translations if you want.