Search found 4348 matches

by boskid
Thu Jan 01, 2026 7:44 pm
Forum: Modding discussion
Topic: Error in speaker get_circuit_network? [solved]
Replies: 2
Views: 58

Re: Error in speaker get_circuit_network?

Please note that get_circuit_network does not accept defines.wire_type. It takes defines.wire_connector_id.

defines.wire_type.red == 2, defines.wire_type.green == 3.
defines.wire_connector_id.circuit_red == 1, defines.wire_connector_id.circuit_green == 2.

By providing wire_type.red, you get ...
by boskid
Tue Dec 30, 2025 9:29 am
Forum: Modding interface requests
Topic: Support mirroring in create_entity
Replies: 2
Views: 221

Re: Support mirroring in create_entity

Looks like there exists "mirror" parameter that is undocumented and works as requested.
by boskid
Mon Dec 29, 2025 10:58 pm
Forum: Fixed for 2.1
Topic: half used science pack will always be recycled into 100% remains
Replies: 6
Views: 1288

Re: half used science pack will always be recycled into 100% remains

call it whatever you want, i say its fixed for 2.1.
by boskid
Mon Dec 29, 2025 10:54 pm
Forum: Technical Help
Topic: Unable to load save: Corrupt map: unknown quality prototype ID 9
Replies: 3
Views: 194

Re: Unable to load save: Corrupt map: unknown quality prototype ID 9

That looks like a bitflip, one of items on a transport line (i was not checking which one) was corrupted as it had quality "9" saved. Happy new year.
by boskid
Sun Dec 28, 2025 10:03 am
Forum: Duplicates
Topic: item lighting in shadow on vulcanus
Replies: 1
Views: 108

Re: item lighting in shadow on vulcanus

Duplicate 130726
by boskid
Sat Dec 27, 2025 1:35 pm
Forum: 1 / 0 magic
Topic: [2.0.72] Game crashed on exit
Replies: 1
Views: 127

Re: [2.0.72] Game crashed on exit

Given that the crash happened inside of a steamclient64.dll, there is nothing to be done on factorio side. Moving this to 1/0 magic.
by boskid
Thu Dec 25, 2025 11:46 am
Forum: Outdated/Not implemented
Topic: New "total ingredients" mode for selector combinator
Replies: 6
Views: 2390

Re: New "total ingredients" mode for selector combinator

No. This would create a lot of problems around items that can be produced by more than one recipe, which is extra fragile when one recipe can be crafted by one machine while other recipe can be crafted by other machine. This suggestion is under-specified and as such is not going to happen. It is ...
by boskid
Thu Dec 25, 2025 11:02 am
Forum: Modding interface requests
Topic: collision-layer is not enough
Replies: 1
Views: 175

Re: collision-layer is not enough

1 more? 10? 100? 1000?
by boskid
Wed Dec 24, 2025 7:41 pm
Forum: Documentation Improvement Requests
Topic: Defines Api Documentation
Replies: 1
Views: 154

Re: Defines Api Documentation

At which exact page were you able to get such link? When i am checking various places to get to lua defines they all work just fine.

-- edit:

Ok i was able to find a place where those links are broken: going to https://lua-api.factorio.com/2.0.72/index-auxiliary.html when i go to "Data lifecycle ...
by boskid
Wed Dec 24, 2025 3:38 pm
Forum: Won't fix.
Topic: [2.0.72] proxy containers targeting furnace input do not wake inserters up
Replies: 1
Views: 174

Re: [2.0.72] proxy containers targeting furnace input do not wake inserters up

Wont fix. Crafters are in a hot code path used in virtually every single save file and i wont be making them slower because of proxy containers. Crafter input is for input and proxy will not get notified that items can be extracted out of input inventory.
by boskid
Wed Dec 24, 2025 3:05 pm
Forum: Technical Help
Topic: Can I recover my blueprints?
Replies: 2
Views: 242

Re: Can I recover my blueprints?

by boskid
Wed Dec 24, 2025 12:45 pm
Forum: Fixed for 2.1
Topic: [boskid][2.0.72] Plants with negative emissions have odd properties when harvested by agri towers
Replies: 1
Views: 210

Re: [boskid][2.0.72] Plants with negative emissions have odd properties when harvested by agri towers

Welcome on the forums and thanks for the report. Issue is now fixed for 2.1.

This issue is caused by need of agri tower to be seen as the source of pollution for the enemy pathfinding purposes, but it was implemented in a way that does not handle negative emissions: plant would add pollution and ...
by boskid
Tue Dec 23, 2025 1:22 pm
Forum: Technical Help
Topic: [2.0.72] Save file not loading anymore due to corrupted id
Replies: 2
Views: 232

Re: [2.0.72] Save file not loading anymore due to corrupted id

Looking at the save file it seems to be the same type of corruption as in https://forums.factorio.com/127574 - one of the entities was saved without data of its energy source, making this save file unloadable because game was confused about meaning of various bytes on read (misinterpreting lack of ...
by boskid
Sat Dec 20, 2025 8:16 pm
Forum: Bug Reports
Topic: [2.0.72] Burner inserter won't fuel with spoilage
Replies: 2
Views: 214

Re: [2.0.72] Burner inserter won't fuel with spoilage

Without a save file this bug report is incomplete.
by boskid
Thu Dec 18, 2025 1:22 am
Forum: Modding help
Topic: Heavy mode determinism vs Factorissimo3
Replies: 3
Views: 325

Re: Heavy mode determinism vs Factorissimo3

Heavy mode is the ultimate tool for finding desyncs with game bugs or scripting bugs, you may notice it is uplayably slow because it saves the game, loads a game, and then does update of the original game instance and second game instance doing more saves in between to rule out all possible places ...
by boskid
Thu Dec 18, 2025 12:59 am
Forum: Gameplay Help
Topic: No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator
Replies: 10
Views: 1351

Re: No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator

I wont be discussing this if you cannot state your problem more accurately than saying "it does not work".

OP's first post shows usage of "Everything" signal which never supported having a second special signal.

Tested right now in 2.0.72 the exact setup from the provided picture, it works ...
by boskid
Wed Dec 17, 2025 7:49 pm
Forum: Modding help
Topic: how to print to console when you reach the limit of LocalisedString
Replies: 3
Views: 201

Re: how to print to console when you reach the limit of LocalisedString

LocalisedString's recursion limit being 20 levels is documented since 1.1.22. Please consider not splicing localised strings and instead using log() for whatever debugging purpose you need it.
by boskid
Tue Dec 16, 2025 9:21 am
Forum: Technical Help
Topic: [2.0.69] MacBook Air 2020 Intel
Replies: 1
Views: 263

Re: [2.0.69] MacBook Air 2020 Intel

This is most likely related to 131153. Since that issue was fixed in 2.0.70 while you are trying to run 2.0.69, i would suggest trying to install a latest version (2.0.72 at the moment of writing).

Only problematic thing here may be that latest demo is 2.0.69.
by boskid
Tue Dec 16, 2025 8:39 am
Forum: Gameplay Help
Topic: No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator
Replies: 10
Views: 1351

Re: No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator


Straight off of the wiki, I need something to do exactly this operation, but this doesnt exist anymore for whatever reason. I did manage to find a weird workaround though.


Icons were updated since creation of that image.

"each" signal now looks like this (2.0.72):
12-16-2025, 09-38-25.png
by boskid
Mon Dec 15, 2025 1:45 pm
Forum: Not a bug
Topic: [2.0.72] Set recipe and Read ingredients are not isolated
Replies: 4
Views: 310

Re: [2.0.72] Set recipe and Read ingredients are not isolated

It is solvable if you stop reading ingredients from all assemblers.

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