I am not seeing any bugs here, some mods added second fluid and possibly the same mods added second fluid box to assemblers to make those recipes craftable. Given this is modded and there was no save file provided i am going to throw this to Not a bug.
Even in base game there are some machines that ...
Search found 4413 matches
- Sat Mar 07, 2026 9:37 am
- Forum: Not a bug
- Topic: Assembling Machines showing multiple fluid inputs on a 1 fluid recipe
- Replies: 1
- Views: 147
- Fri Mar 06, 2026 7:22 pm
- Forum: Bug Reports
- Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
- Replies: 3
- Views: 165
- Fri Mar 06, 2026 5:46 am
- Forum: Modding interface requests
- Topic: Some way of obtaining which pipe connections are enabled/disabled on a crafting machine
- Replies: 2
- Views: 164
- Wed Mar 04, 2026 11:41 am
- Forum: Bug Reports
- Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
- Replies: 2
- Views: 163
Re: [2.0.73] Flipping splitter moves items in output to wrong lane
I am considering this to be minor enough to not need this to be fixed at that moment. There was already some attempts at doing something similar and it was causing problems (https://forums.factorio.com/119271). What you are describing as "expected" suggests that items that were on top-right should ...
- Tue Mar 03, 2026 12:08 pm
- Forum: Implemented mod requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 5
- Views: 1187
Re: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
I am considering this implemented for 2.1.
- Mon Mar 02, 2026 6:05 am
- Forum: Not a bug
- Topic: [2.0.73] Decider combinator with ANYTHING on both sides sends wrong output signal
- Replies: 7
- Views: 503
Re: [2.0.73] Decider combinator with ANYTHING on both sides sends wrong output signal
Ref https://forums.factorio.com/viewtopic.php?p=628542#p628542
I will have to reconsider if anything signal should be allowed on the output side. Ability of setting anything output was added when there was no selector combinator yet and as such it was only a trick to get one signal out of many. Now ...
I will have to reconsider if anything signal should be allowed on the output side. Ability of setting anything output was added when there was no selector combinator yet and as such it was only a trick to get one signal out of many. Now ...
- Sat Feb 28, 2026 11:13 am
- Forum: Not a bug
- Topic: Thrusters activate in odd pattern [2.0.76]
- Replies: 4
- Views: 297
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 ...
- Thu Feb 26, 2026 10:25 am
- Forum: Not a bug
- Topic: [2.0.76] "ignore surface conditions" checkbox missing
- Replies: 2
- Views: 164
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.
- Wed Feb 25, 2026 10:58 pm
- Forum: Gameplay Help
- Topic: Items disappear when deconstructing assembler on space platform
- Replies: 2
- Views: 266
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 ...
- Wed Feb 25, 2026 9:26 pm
- Forum: Assigned
- Topic: [Pard][2.0.73] Demolisher Yield Count Incorrect in Factoriopedia
- Replies: 3
- Views: 305
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 ...
- Wed Feb 25, 2026 9:17 pm
- Forum: Assigned
- Topic: [Pard][2.0.73] Demolisher Yield Count Incorrect in Factoriopedia
- Replies: 3
- Views: 305
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 ...
"Big demolisher remains" != "tungsten ore" and ...
- 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: 236
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 ...
- Tue Feb 24, 2026 7:05 pm
- Forum: Implemented mod requests
- Topic: Make current lifecycle stage accessible
- Replies: 15
- Views: 1920
Re: Make current lifecycle stage accessible
Added LuaHelpers::stage read (returning "settings", "prototype" or "runtime") for 2.1.
- Tue Feb 24, 2026 12:59 pm
- Forum: Fixed for 2.1
- Topic: [2.0.28] Multiple beacons rounding effect transmission inconsistently
- Replies: 4
- Views: 2099
Re: [2.0.28] Multiple beacons rounding effect transmission inconsistently
This will be fixed in 2.1.
- Tue Feb 24, 2026 12:54 pm
- Forum: Fixed for 2.1
- Topic: [boskid] [2.0] "Quality probabilities" tip is misleading
- Replies: 11
- Views: 7510
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.
- 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: 175
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 ...
- 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: 160
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.
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.
- 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: 251
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)
- Sat Feb 21, 2026 2:31 pm
- Forum: Technical Help
- Topic: game is crashing
- Replies: 7
- Views: 383
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 ...
- 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: 345
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 ...