Search found 4407 matches

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: 172

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: 108

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: 172

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: 184

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: 184

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: 176

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: 1835

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: 9
Views: 7133

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 194 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: 140

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: 133

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: 203

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: 343

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: 319

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 ...
by boskid
Thu Feb 19, 2026 9:39 pm
Forum: Not a bug
Topic: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction
Replies: 4
Views: 319

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

Unfortunately without a save file and reproduction steps i am going to throw this to Not a bug. When a spidertron is marked to be deconstructed the construction robots in the air gets detached from spidertron's network and will seek another network to join, regardless of how far those networks are ...
by boskid
Thu Feb 19, 2026 11:48 am
Forum: Modding help
Topic: Orientation of frozen entity
Replies: 2
Views: 190

Re: Orientation of frozen entity

It looks like in case of a radar, when it is frozen and that flag is set, the orientation is reset to a default value at which a radar starts, which is orientation=0.15.
by boskid
Thu Feb 19, 2026 11:14 am
Forum: Technical Help
Topic: Corrupt map: unknown quality prototype ID 16 (Factorio 2.0.73)
Replies: 5
Views: 426

Re: Corrupt map: unknown quality prototype ID 16 (Factorio 2.0.73)

Did a quick look, i have no idea how this save file got corrupted, its a little bit too far from a bit flip. But i think i managed to fix it.

I was not looking too much where the corruption was, it looked like something about one of inserter filters inside of blueprint that contains this part in ...
by boskid
Thu Feb 19, 2026 10:23 am
Forum: Technical Help
Topic: Headless 2.0.74 vs Docker availability (Switch version mismatch)
Replies: 5
Views: 528

Re: Headless 2.0.74 vs Docker availability (Switch version mismatch)

Mentioned github repository is a third party repository, we have no control over it and as such there is nothing we can do about it.

2.0.74 contains some important fixes for switch to help prevent save file losses, unfortunately it also contains a bug with rocket silo launching fish that prevents ...
by boskid
Sun Feb 15, 2026 7:41 am
Forum: Not a bug
Topic: [2.0.48] Signal cannot be placed. Once placed with a workaround, the position is now deemed valid
Replies: 2
Views: 342

Re: [2.0.48] Signal cannot be placed. Once placed with a workaround, the position is now deemed valid

That.. is not a bug.

At first i was going to link to https://forums.factorio.com/128880 because i was thinking it will be a duplicate, but actually the game is correct: at positions [gps=164.5,408.5,aquilo] and [gps=165.5,398.5,aquilo] there are 2 signals, both on the west side of the rail and as ...

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