Search found 4682 matches

by boskid
Fri Jul 17, 2026 1:31 pm
Forum: Not a bug
Topic: no demolisher in the starting area
Replies: 1
Views: 103

Re: no demolisher in the starting area

Please do not post ideas under bug reports.
by boskid
Fri Jul 17, 2026 6:26 am
Forum: Won't fix.
Topic: [2.1.9] Very small amounts of damage are not being applied correctly.
Replies: 2
Views: 163

Re: [2.1.9] Very small amounts of damage are not being applied correctly.

You are seeing effects caused by the 100 million health of the entity while the game is not focusing too much on health and stores health values as 4 byte float representing a health ratio (1 = full health, 0 = empty health). In order to deal 1 point of damage, the health ratio would have to go down ...
by boskid
Thu Jul 16, 2026 6:26 pm
Forum: Won't implement
Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Replies: 6
Views: 312

Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers


1. Is this statement inaccurate? - "collision check is something that is already happening anyway . We're just getting a (almost) free piggyback ride on it"? If it's indeed inaccurate, how far is it from being such?


If i am reading this correctly, you are assuming that all entities do collision ...
by boskid
Thu Jul 16, 2026 3:47 pm
Forum: Won't implement
Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Replies: 6
Views: 312

Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers


Disclaimer
I could be wrong in some of my assumptions here, but this is based on what I've gathered from forums and API docs. Please correct me where I'm wrong, though :)

TLDR
Collision cheap.


Indeed you are wrong. Collisions are not cheap. There are 2 parts to collision checks: first is ...
by boskid
Thu Jul 16, 2026 11:43 am
Forum: Ideas and Suggestions
Topic: Updating a disabled mod that has new dependencies should disable the new dependencies automatically
Replies: 3
Views: 182

Re: Updating a disabled mod that has new dependencies should disable the new dependencies automatically

If you go to "Other settings", do you have "Automatically enable new mods" turned on? (it is on by default).
by boskid
Thu Jul 16, 2026 10:59 am
Forum: Not a bug
Topic: 2.1 exp: Set recipe bug
Replies: 1
Views: 86

Re: 2.1 exp: Set recipe bug

Thanks for the report. I will classify this as Not a bug because the most likely cause of what is happening is that your assembling machine is also set to "read ingredients" and those values when sent to a circuit network are making assembler to select a different recipe. https://forums.factorio.com ...
by boskid
Thu Jul 16, 2026 8:30 am
Forum: Not a bug
Topic: [2.1.11] Multiplying by large negative makes result positive
Replies: 3
Views: 175

Re: [2.1.11] Multiplying by large negative makes result positive

Unfortunately i have to classify this as Not a bug. Values on a circuit network are limited to a range [-2 147 483 648, 2 147 483 647] (also known as int32) and i am not seeing it ever changing at this point of game development since there are players that expect it to be behave this way or it would ...
by boskid
Wed Jul 15, 2026 1:38 pm
Forum: Not a bug
Topic: [2.1.11] Lab does not show science pack when consuming the final one
Replies: 1
Views: 84

Re: [2.1.11] Lab does not show science pack when consuming the final one

Thanks for the report. This is Not a bug.

As part of 2.1 changes, science packs no longer store durability on item which means item is consumed as soon as lab starts consuming it. If the item was present in the slot as you are asking it would be a problem because you could take the item out of lab ...
by boskid
Wed Jul 15, 2026 10:25 am
Forum: Resolved for the next release
Topic: [boskid][2.1.11] burner-generator generates no pollution
Replies: 4
Views: 425

Re: [boskid][2.1.11] burner-generator generates no pollution

Thanks for the report. Issue is now fixed for 2.1.12.
by boskid
Wed Jul 15, 2026 6:37 am
Forum: Implemented Suggestions
Topic: Highlight recipe ingredient inside inventory
Replies: 7
Views: 1230

Re: Highlight recipe ingredient inside inventory

Highlight for allowed modules is too much of a scope creep as it would require finding all places where lists of items show up like modules, furnace, burner fuel etc and i am not interested in handling all of them. Not doing that.

As for flasing, i used solid highlight for recipe ingredient, not a ...
by boskid
Tue Jul 14, 2026 8:51 am
Forum: Not a bug
Topic: [2.1.10] Unable to change the output lane for recyclers.
Replies: 2
Views: 145

Re: [2.1.10] Unable to change the output lane for recyclers.

Thanks for the report. This is Not a bug.

Rationale for drop selecting other side of belt when entity is mirrored is to make flipped blueprints remain functional. Given that recycler when flipped would start dropping onto other lane but on a different tile is acceptable because when blueprint was ...
by boskid
Mon Jul 13, 2026 6:55 pm
Forum: Not a bug
Topic: [2.1.10] When placing objects, if crafting that object and having 0 items left, goes in ghost mode forever.
Replies: 4
Views: 210

Re: [2.1.10] When placing objects, if crafting that object and having 0 items left, goes in ghost mode forever.

This was never working as you are suggesting it should and it would be a significant behavior change which would need more thorough decision making than a simple bug report, as such i am going to mark this as Not a bug because you are posting a feature request.
by boskid
Sun Jul 12, 2026 4:22 pm
Forum: Not a bug
Topic: [2.1.9] programmable speaker .alert_parameters.alert_message is read only?
Replies: 4
Views: 207

Re: [2.1.9] programmable speaker .alert_parameters.alert_message is read only?

Your code is still bugged, you are setting alert_message on a copy.

Code: Select all

.alert_parameters.alert_message = 
is bugged. In a correct code there will be

Code: Select all

.alert_parameters =
somewhere
by boskid
Sun Jul 12, 2026 12:50 pm
Forum: 1 / 0 magic
Topic: [2.1.9]Crash on Autosave.
Replies: 3
Views: 275

Re: [2.1.9]Crash on Autosave.

Thanks for the report however without reproduction there is nothing that can be done about this report. I have reasons to suspect that this is not factorio's fault but it is your hardware that is failing given that i was able to find at least 3 automatically uploaded crash logs from what appears to ...
by boskid
Sun Jul 12, 2026 8:26 am
Forum: Resolved Problems and Bugs
Topic: [2.1.9] Desync Whilst In Space
Replies: 7
Views: 478

Re: [2.1.9] Desync Whilst In Space

Quick look at the desync report suggests it is related to fluids which makes me believe it may be the same issue as https://forums.factorio.com/134751 and https://forums.factorio.com/134903. There is some issue related to assemblers that craft fluid recipe and changing machine modules (or ...

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