Search found 4274 matches

by boskid
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 ?
by boskid
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.
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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".
by boskid
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 ...
by boskid
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.
by boskid
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 ...
by boskid
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 ...
by boskid
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

crimsonarmy wrote: Mon Nov 03, 2025 12:35 pm Purely for my own curiosity, why does the oil ocean version work?
Because underground connections are only blocked by lava tiles and empty space tiles. Oil ocean does not block underground connections.
by boskid
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.
by boskid
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.
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...
by boskid
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 ...

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