Search found 4310 matches
- Sun Dec 07, 2025 3:07 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Recipes with no input, but with enough outputs to linewrap in the tooltip, show an errant "/s"
- Replies: 1
- Views: 103
Re: [2.0.72] Recipes with no input, but with enough outputs to linewrap in the tooltip, show an errant "/s"
Thanks for the report. Issue is now fixed for 2.1.
- Sat Dec 06, 2025 11:45 am
- Forum: Not a bug
- Topic: Can't place item ghosts into proxy inventories
- Replies: 4
- Views: 221
Re: Can't place item ghosts into proxy inventories. [2.0.72]
Ghost item interactions through proxy container were intentionally disabled, similarily as character and space platform hub do not support those interactions. Rationale here is that i never verified if it would work correctly (gui handing item requests from an inventory owned by a different entity ...
- Wed Dec 03, 2025 2:00 pm
- Forum: This Forum
- Topic: Is there a new "bump" feature on the forum ?
- Replies: 9
- Views: 412
Re: Is there a new "bump" feature on the forum ?
Probably due to "bump interval" being set to 10 days.
- Wed Dec 03, 2025 11:49 am
- Forum: 1 / 0 magic
- Topic: [2.0.72] Space Platforms taking UPS when no space platforms exist
- Replies: 4
- Views: 245
Re: [2.0.72] Space Platforms taking UPS when no space platforms exist
If you are fine running console commands (which disables achievements in this save) you can run this:
/c for _,s in pairs(game.surfaces) do if s.platform then s.platform.clear_ejected_items() end end
which deletes all ejected items from all platforms, including the offending one here. If you want ...
/c for _,s in pairs(game.surfaces) do if s.platform then s.platform.clear_ejected_items() end end
which deletes all ejected items from all platforms, including the offending one here. If you want ...
- Wed Dec 03, 2025 11:17 am
- Forum: 1 / 0 magic
- Topic: [2.0.72] Space Platforms taking UPS when no space platforms exist
- Replies: 4
- Views: 245
Re: [2.0.72] Space Platforms taking UPS when no space platforms exist
To the right of the "Add space platform" button you have a "Cancel deletion" that is showing green, which means you have some space platforms that still exist and can be undeleted.
If you want to opt-out of the default 5 minutes graceful period, you can run `/space-platform-delete-time 0` console ...
If you want to opt-out of the default 5 minutes graceful period, you can run `/space-platform-delete-time 0` console ...
- Wed Dec 03, 2025 11:05 am
- Forum: Not a bug
- Topic: [2.0.72] Unexpected production statistics with mod recipes
- Replies: 1
- Views: 217
Re: [2.0.72] Unexpected production statistics with mod recipes
Thanks for the report however this is not our bug.
What you are describing is an issue with Py Alien Life's `moondrop-seeds` recipe which has catalysts configured on both moondrop products (2 catalysts on the 2-guaranteed product and 3 catalyst on the 1-3 probabilistic product) however that recipe ...
What you are describing is an issue with Py Alien Life's `moondrop-seeds` recipe which has catalysts configured on both moondrop products (2 catalysts on the 2-guaranteed product and 3 catalyst on the 1-3 probabilistic product) however that recipe ...
- Wed Dec 03, 2025 10:52 am
- Forum: Resolved for the next release
- Topic: [2.0.72] "Craft fluid" trigger techs force themselves into your research queue when fulfiled, even when not yet unlocked
- Replies: 1
- Views: 156
Re: [2.0.72] "Craft fluid" trigger techs force themselves into your research queue when fulfiled, even when not yet unlo
Thanks for the report. Issue is now fixed for the next release.
- Tue Dec 02, 2025 8:58 am
- Forum: Modding interface requests
- Topic: Loader with fluid energy source doesn't work properly at all
- Replies: 2
- Views: 158
Re: [2.0.72] Loader with fluid energy source doesn't work properly at all
A lot of your "assume" lays in the undefined territory where i made arbitrary choices that are easier to implement. For example if energy_per_item == 0, then loader completly skips energy source logic which i is done so that a default loader with no energy source is not punished with energy source ...
- Tue Dec 02, 2025 6:07 am
- Forum: Modding help
- Topic: Fusion Generator not producing pollution
- Replies: 1
- Views: 136
Re: Fusion Generator not producing pollution
This feels to be more of a bug from the time i was adding FusionGenerator for 2.0: i thought that only entities consuming energy (not producing) are able to generate pollution, but it turns out Generator produces pollution due to intentionally being made to even if its not a consumer of electricity ...
- Mon Dec 01, 2025 10:17 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Fish cannot be placed into water when selected from quickbar and total number of fish is between 101 and 104
- Replies: 3
- Views: 730
- Mon Dec 01, 2025 8:53 pm
- Forum: Gameplay Help
- Topic: Recycler downgrading components
- Replies: 4
- Views: 325
Re: [2.0.72] Recycler downgrading components
I am not seeing any bugs in this video. Recycler was given uncommon item to recycle, it started recycling it (recipe icon shows the uncommon item being recycled), item being recycled dissapeared from ingredient slot and so other item (including same item of different quality) was allowed to be ...
- Sun Nov 30, 2025 6:56 pm
- Forum: Ideas and Suggestions
- Topic: Write wagon index on the train length visualization
- Replies: 2
- Views: 179
Re: Write wagon index on the train length visualization
Under debug settings (F4) there exists a `show-stock-numbers` option that you can enable while in the "always" tab, this should give you want you are asking for. There is also show-stock-positions-reverse feature sitting nearby as it was also often requested. So far it was not approved to become an ...
- Thu Nov 27, 2025 10:09 pm
- Forum: Bug Reports
- Topic: [2.0.72] Train stop reports train ID at empty station
- Replies: 2
- Views: 189
Re: [2.0.72] Train stop reports train ID at empty station
Do you have a save file where i can observe this issue or are there any reproduction steps available? From the description it sounds like the issue went away suggesting it was not reproducible.
- Thu Nov 27, 2025 9:49 am
- Forum: Implemented mod requests
- Topic: Fixed quality recipe input/outputs
- Replies: 2
- Views: 326
Re: Fixed quality recipe input/outputs
Fixed quality recipe and ability to opt out of quality roll is implemented for 2.1.
- Thu Nov 27, 2025 9:48 am
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3113
Re: Disable quality chances per item in a recipes results
This is now implemented for 2.1: It will be possible to opt out of quality roll, and it will be possible to set a specific quality of the ingredient/product.
- Wed Nov 26, 2025 10:55 pm
- Forum: Duplicates
- Topic: [2.0.72] Force-building (Ctrl+Shift+Click) fails to place suggested underground belt connection
- Replies: 4
- Views: 235
Re: [2.0.72] Force-building (Ctrl+Shift+Click) fails to place suggested underground belt connection
From the video and from the log i am going to claim that this is an issue caused by ConstructionPlannerContinued ("Construction Approvals") mod where it is listening for build events and changing force of those entities into "unapproved" one, and by doing this it causes interference with game itself ...
- Tue Nov 25, 2025 10:57 am
- Forum: Modding discussion
- Topic: Quality and roboport charging slots
- Replies: 3
- Views: 270
Re: Quality and roboport charging slots
There are RoboportPrototype::charging_station_count_affected_by_quality and RoboportEquipmentPrototype::charging_station_count_affected_by_quality that need to be set to true to make roboports and roboport equipment use QualityPrototype::logistic_cell_charging_station_count_bonus
- Mon Nov 24, 2025 6:54 pm
- Forum: Modding help
- Topic: Parallel energy system?
- Replies: 3
- Views: 249
Re: Parallel energy system?
Noone ever presented an interesting use case for having separate electric energy networks that i would remember, and we are not going to add this blindly because it would be a quite complex project to be done, and it would require some weird new cases to be solved like not allowing copper wires ...
- Sun Nov 23, 2025 11:51 pm
- Forum: Assigned
- Topic: [gfx][2.0.72] Bright screws in one pumpjack rotation
- Replies: 3
- Views: 312
Re: [2.0.72] Bright screws in one pumpjack rotation
I do not know where to look, nothing brings my attention. Please provide a picture with exact location of where i should be looking at.
- Sun Nov 23, 2025 11:31 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Recipe output tooltip mismatches actual behavior under some configuration
- Replies: 1
- Views: 355
Re: [2.0.72] Recipe output tooltip mismatches actual behavior under some configuration
Thanks for the report. I did a lot of checks and verified that the numbers were incorrect when item product uses ignored_by_productivity. Based on my computation, in this specific case it should be showing average production of 62.6237 items per second (50 of normal product and 12.6237 of bonus ...