Search found 4441 matches

by boskid
Sat Apr 18, 2026 9:57 am
Forum: Pending
Topic: [2.0.76] Behemoth legendary worms acid attack causes player input to be reversed
Replies: 2
Views: 131

Re: [2.0.76] Behemoth legendary worms acid attack causes player input to be reversed

Cannot reproduce. Could you provide an unmodded save file where the issue can be observed?
by boskid
Fri Apr 17, 2026 1:55 pm
Forum: Bug Reports
Topic: [2.0.76] Plasma throughput from reactor to generator has limit
Replies: 1
Views: 389

Re: [2.0.76] Plasma throughput from reactor to generator has limit

Given that those are directional pipe connections meaning there is a fluid flow happening on each plasma connection and given that fusion generators have fluid boxes with volume of 10 out of which only 5 participates in the fluid flow per tick, this works to be exactly 5/tick which equals 300/s ...
by boskid
Mon Apr 13, 2026 9:37 pm
Forum: Outdated/Not implemented
Topic: Tailslayer
Replies: 8
Views: 671

Re: Tailslayer

Quick summary of the video is that DRAM needs refresh cycles and if a memory channel is currently being refreshed this causes memory access to be delayed until refresh finishes. Proposed solution in the video is that when you have more than 1 channel of memory then refresh cycles are usually not ...
by boskid
Sun Apr 12, 2026 5:35 pm
Forum: Outdated/Not implemented
Topic: Tailslayer
Replies: 8
Views: 671

Re: Tailslayer

No.
by boskid
Sat Apr 11, 2026 9:49 pm
Forum: Gameplay Help
Topic: How does Factorio's train pathfinding avoid physically impossible train movements
Replies: 10
Views: 769

Re: How does Factorio's train pathfinding avoid physically impossible train movements

i am simplifying things here a lot because some details are not relevant. Each rail segment has 2 ends (front and back) and they know neighbor rail segments and if they are connected front-front, front-back, back-front or back-back. This is not relevant for the discussion. "east/west" was just a ...
by boskid
Sat Apr 11, 2026 9:08 pm
Forum: Gameplay Help
Topic: How does Factorio's train pathfinding avoid physically impossible train movements
Replies: 10
Views: 769

Re: How does Factorio's train pathfinding avoid physically impossible train movements


In the picture below


I do not understand which game concepts nodes on your graph represent so i wont answer anything about it. I can only tell you that trains pathfinder is finding a path within a directed graph regardless of rails being bidirectional because there are separate nodes for travel ...
by boskid
Sat Apr 11, 2026 2:57 pm
Forum: Gameplay Help
Topic: How does Factorio's train pathfinding avoid physically impossible train movements
Replies: 10
Views: 769

Re: How does Factorio's train pathfinding avoid physically impossible train movements

segments vs blocks is not relevant for this discussion. Quick glossary is provided in https://factorio.com/blog/post/fff-331 section `Trains Pathfinder changes`.

This situation does not create problems because pathfinder nodes are directional.

In the original picture that lists A, B, C, there ...
by boskid
Fri Apr 10, 2026 9:50 am
Forum: Not a bug
Topic: [0.17.74] Train pathfinding creates a looped path, self-destructs the train
Replies: 8
Views: 2969

Re: [0.17.74] Train pathfinding creates a looped path, self-destructs the train

There are no easy solutions to make trains pathfinder not find paths that would cross themselves given certain train length (this would cause massive performance penalty and logic complexity due to all corner cases like repathing during travel to not collide with train, not even with positions train ...
by boskid
Thu Apr 09, 2026 9:44 am
Forum: Won't implement
Topic: Allow LuaPlayer.add_pin to accept LocalisedString
Replies: 2
Views: 331

Re: Allow LuaPlayer.add_pin to accept LocalisedString

Given the direction we went with display panel which for a brief moment supported LocalisedStrings but was downgraded to a regular string due to various problems (limit restriction bypasses, desyncs), i am not considering this to be an interesting direction to go, especially since this is a player ...
by boskid
Wed Apr 08, 2026 9:14 am
Forum: Not a bug
Topic: [2.0.76] LuaForce.get_evolution_factor_by_killing_spawners returns zero
Replies: 1
Views: 172

Re: [2.0.76] LuaForce.get_evolution_factor_by_killing_spawners returns zero

Welcome on forums. This is not a bug. `/evolution` uses data from `enemy` force while you are trying to read this data from `player` force.
by boskid
Tue Apr 07, 2026 6:26 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Filtered slots not respected after spidertron copy
Replies: 1
Views: 423

Re: [2.0.72] Filtered slots not respected after spidertron copy

Thanks for the report. Issue is now fixed for 2.1.
by boskid
Mon Apr 06, 2026 3:34 pm
Forum: Resolved for the next release
Topic: [2.0.76] Crash creating loader with stack size override via console
Replies: 3
Views: 557

Re: [2.0.76] Crash creating loader with stack size override via console

Thanks for the report. Issue is now fixed for the next release.

As a workaround, in game versions up to 2.0.76, do not pass `belt_stack_size_override` to create_entity, but instead set it in a separate instruction after loader was created using https://lua-api.factorio.com/2.0.76/classes/LuaEntity ...
by boskid
Mon Apr 06, 2026 1:11 pm
Forum: Resolved for the next release
Topic: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio
Replies: 5
Views: 437

Re: [2.0.76] Toggling silo LuaLogisticPoint.enabled can break rocket logistics and hang factorio

I remember seeing something slightly similar (131263) but i am not sure i can decide if its the same issue or a different one.
by boskid
Sun Apr 05, 2026 7:49 pm
Forum: Resolved for the next release
Topic: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent
Replies: 2
Views: 380

Re: [2.0.76] Multiplayer desync when using event.in_gui from CustomInputEvent

Thanks for the report. Issue is now fixed for the next release.

Unfortunately there are no workarounds here, value of in_gui is simply unreliable up to 2.0.76 due to a bug.
by boskid
Sat Apr 04, 2026 6:42 pm
Forum: Technical Help
Topic: [2.0.76] Loading specific save from 2.0.60 causes bulk inserters to be replaced by stack inserters
Replies: 2
Views: 423

Re: [2.0.76] Loading specific save from 2.0.60 causes bulk inserters to be replaced by stack inserters

From a quick look, "Server-30Levi" save file has only 6 migrations applied:
aquilo-tilesets.json (space-age)
biolab.json (space-age)
internal.json (space-age)
jelly-yum-rename.json (space-age)
shattered-planet.json (space-age)
tungsten-belt-rename.json (space-age)

while the "Server-31" save has ...
by boskid
Sat Apr 04, 2026 11:30 am
Forum: Technical Help
Topic: [2.0.76] Corrupt map. Unknown decorative ID: 1107
Replies: 1
Views: 317

Re: [2.0.76] Corrupt map. Unknown decorative ID: 1107

This looks like a memory bit flip, one byte had a value of "04" when it was expected to be "00" and as such one decorative had an incorrect value preventing save from loading. Attached is a fixed save file.
by boskid
Sun Mar 29, 2026 6:48 pm
Forum: Not a bug
Topic: [2.0.75] Rolling stock of enemy forces will connect
Replies: 4
Views: 625

Re: [2.0.75] Rolling stock of enemy forces will connect

I will make an executive decision here and claim this is Not a bug.

Rationale for this is that even if enemy forces would be required to not connect, there is a high expectation due to mods that rolling stocks of friendly forces would connect (some mods are abusing friendly forces for approving ...
by boskid
Sun Mar 29, 2026 6:35 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Fluid box energy source makes boiler non flippable
Replies: 1
Views: 388

Re: [2.0.76] Fluid box energy source makes boiler non flippable

Thanks for the report. I will consider this a duplicate of 131736 which is already fixed for 2.1. Reproduction is verified as fixed.

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