I don't see any problem here. There are actually 2 steps for the assembler:
1. Set recipe according to the signal on the green wire
2. Read the ingredients of the current recipe and output to both wire.
For the combinator, there is only 1 step:
1. Add everything by 0 and output.
If you want to ...
Search found 25 matches
- Tue Jul 08, 2025 10:53 pm
- Forum: Not a bug
- Topic: [2.0.55] Assembler ingredient signals take 2 ticks to get calculated after the recipe is set by a signal
- Replies: 2
- Views: 428
- Fri Jun 27, 2025 5:01 am
- Forum: Technical Help
- Topic: Corrupted save: Error when creating segment
- Replies: 0
- Views: 324
Corrupted save: Error when creating segment
Save: https://drive.google.com/file/d/1v2m7dAbUZ-QWTR4OpvTelLJMgcP9KYcW/view?usp=drive_link
Stacktrace part of the log:
66.269 Factorio initialised
66.370 Steam Storage Quota: 23558/23841
66.371 Loading map C:/Users/Administrator/AppData/Roaming/Factorio/saves/py.zip: 31846171 bytes.
66.461 ...
Stacktrace part of the log:
66.269 Factorio initialised
66.370 Steam Storage Quota: 23558/23841
66.371 Loading map C:/Users/Administrator/AppData/Roaming/Factorio/saves/py.zip: 31846171 bytes.
66.461 ...
- Tue Jun 24, 2025 2:46 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.55] Error when trying to extend a new FontPrototype
- Replies: 3
- Views: 322
Re: [2.0.55] Error when trying to extend a new FontPrototype
It looks like those fonts were intentionally made hardcoded and not changeable by mods so the game can use them before mods are loaded, and to avoid mods messing with them.
I am not considering this to be a bug. Moving to documentation improvement requests.
Thanks a lot. I discovered another ...
- Tue Jun 24, 2025 2:42 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.58] Built in FontPrototypes does not inherit font correctly until the UI scale changes.
- Replies: 2
- Views: 464
[2.0.58] Built in FontPrototypes does not inherit font correctly until the UI scale changes.
Reproduce:
1. Make a font mod that overrides the info.json defined in core.
2. Load the game with the mod enabled. Some part of the game (Chat messages, debug stats) does not use the font defined in info.json.
3. Settings -> Interface -> UI Scale -> change to a different value
4. The font changed ...
1. Make a font mod that overrides the info.json defined in core.
2. Load the game with the mod enabled. Some part of the game (Chat messages, debug stats) does not use the font defined in info.json.
3. Settings -> Interface -> UI Scale -> change to a different value
4. The font changed ...
- Tue Jun 24, 2025 2:37 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.55] Error when trying to extend a new FontPrototype
- Replies: 3
- Views: 322
Re: [2.0.55] Error when trying to extend a new FontPrototype
It looks like those fonts were intentionally made hardcoded and not changeable by mods so the game can use them before mods are loaded, and to avoid mods messing with them.
I am not considering this to be a bug. Moving to documentation improvement requests.
Thanks a lot. I discovered another ...
- Sat Jun 21, 2025 2:14 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Containers give phantom signals after migrating inventory_type to `with_custom_stack_size`
- Replies: 1
- Views: 572
[2.0.57] Containers give phantom signals after migrating inventory_type to `with_custom_stack_size`
Reproduce:
1. Build a normal steel chest and fill it with coal, the tooltip gives 2400 (50 * 48) and connecting to a signal network will also give 2400. Now save the game.
2. Enable the tall chest mod by boskid https://mods.factorio.com/mod/tall-chests , the default threshold is 20.
3. Load the ...
1. Build a normal steel chest and fill it with coal, the tooltip gives 2400 (50 * 48) and connecting to a signal network will also give 2400. Now save the game.
2. Enable the tall chest mod by boskid https://mods.factorio.com/mod/tall-chests , the default threshold is 20.
3. Load the ...
- Thu Jun 19, 2025 2:32 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.55] Error when trying to extend a new FontPrototype
- Replies: 3
- Views: 322
[2.0.55] Error when trying to extend a new FontPrototype
data:extend {
{
type = "font",
name = "console-alt",
from = "default-mono",
size = 18,
border = true,
filtered = false,
},
{
type = "font",
name = "debug-alt",
from = "default",
size = 18,
border = true,
filtered = false,
},
{
type = "font",
name = "debug-mono-alt",
from ...
- Sat May 31, 2025 4:29 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 4008
Re: [boskid][2.0.47] Inserters can face diagonally
The Blueprint in the Bug Report no longer “works” in 2.0.54, it now imports as a “straight” inserter. This was previously a neat, albeit unintentional, technique for achieving diagonal inserter setups without resorting to an Inserter mod. However, in a predictable demonstration of XKCD 1172 ...
- Sat May 31, 2025 4:06 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.47] Inserters can face diagonally
- Replies: 14
- Views: 4008
Re: [boskid][2.0.47] Inserters can face diagonally
Existing diagonal inserters from old saves and blueprints in the blueprint shelf can still be used. Will the dev fix? (I don't think so, as adjusting every entity in the map to match its prototype definition will probably break blueprints when switching mod sets, for example adjustable inserters. (I ...
- Thu May 08, 2025 2:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] Upgrade planner does not upgrade modules immediately in editor mode.
- Replies: 1
- Views: 1630
[2.0.47] Upgrade planner does not upgrade modules immediately in editor mode.
Reproduce:
Make an upgrade planner, set upgrade from speed module to speed module 2, or upgrade from machine to machine and set the to's module slot.
Use this planner to upgrade entites.
When upgrading, a construction order is made instead of a instant module replacement.
Make an upgrade planner, set upgrade from speed module to speed module 2, or upgrade from machine to machine and set the to's module slot.
Use this planner to upgrade entites.
When upgrading, a construction order is made instead of a instant module replacement.
- Sat Apr 19, 2025 11:20 am
- Forum: Not a bug
- Topic: [2.0.45] Inconsistent behavior of filtered pumps between pumping into fluid wagons and pumping into other fluid systems
- Replies: 2
- Views: 310
Re: [2.0.45] Inconsistent behavior of filtered pumps between pumping into fluid wagons and pumping into other fluid syst
I am not considering this to be a bug, quite contrary: if the pump would transfer fluid to a wagon even if the fluid does not match fluid filter, i would consider that behavior to be a bug because if a train would leave while being full and new train would arrive, fluid would be dumped regardless ...
- Sat Apr 19, 2025 9:53 am
- Forum: Not a bug
- Topic: [2.0.45] Inconsistent behavior of filtered pumps between pumping into fluid wagons and pumping into other fluid systems
- Replies: 2
- Views: 310
[2.0.45] Inconsistent behavior of filtered pumps between pumping into fluid wagons and pumping into other fluid systems
Reproduction Steps: Please refer to the blueprint exchange at the bottom.
Expected Behavior:
0. When a pump is transferring fluid from one system to another, it should always attempt to empty its contents, even if the filter does not match the remaining fluid in the pump.
1. The pump should also ...
Expected Behavior:
0. When a pump is transferring fluid from one system to another, it should always attempt to empty its contents, even if the filter does not match the remaining fluid in the pump.
1. The pump should also ...
- Tue Apr 15, 2025 6:55 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 66861
Re: Version 2.0.45
For modded games in the expectable future, the new achievement restrictions will be really annoying, since some large overhauls like Space Exploration slows the progress, that the default evolution setting and pollution setting is actually harder than expected. Not to mention players can't get any ...
- Tue Mar 25, 2025 12:19 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] Cannot add infinity filter to infinity wagon, but can copy paste from a infinity chest.
- Replies: 1
- Views: 1190
[boskid][2.0.42] Cannot add infinity filter to infinity wagon, but can copy paste from a infinity chest.
I could not reproduce this, please check my savefile. The problem persists even after save-load.
- Wed Mar 12, 2025 11:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.41] Ticks in wait condition: "Damage taken"
- Replies: 1
- Views: 300
[boskid][2.0.41] Ticks in wait condition: "Damage taken"
It should use a different locale key, like "Damage in wait condition __1__".
- Tue Mar 04, 2025 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.38] Crash deconstructing cargo bay (CargoBayConnectable::drawMergedSelection)
- Replies: 1
- Views: 829
[Rseding91] [2.0.38] Crash deconstructing cargo bay (CargoBayConnectable::drawMergedSelection)
Reproduce:
1. Turn on editor mode and set `ignore surface properties` to `true`.
2. Build a cargo bay on a space platform.
3. Build a cargo landing pad near to the cargo bay.
4. Deconstruct the cargo bay.
Log:
182.912 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating ...
1. Turn on editor mode and set `ignore surface properties` to `true`.
2. Build a cargo bay on a space platform.
3. Build a cargo landing pad near to the cargo bay.
4. Deconstruct the cargo bay.
Log:
182.912 Error CrashHandler.cpp:641: Received SIGSEGV
Factorio crashed. Generating ...
- Fri Feb 07, 2025 9:15 am
- Forum: Assigned
- Topic: [GFX] [2.0.34] The parametrise button and parameter signals have inconsistent icons
- Replies: 0
- Views: 261
[GFX] [2.0.34] The parametrise button and parameter signals have inconsistent icons
The parametrise button in blueprint editing gui still uses legacy parameter background icons.
- Mon Dec 30, 2024 1:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Fast replacing beacons allow invalid modules in the beacon
- Replies: 1
- Views: 1836
[Rseding91] [2.0.28] Fast replacing beacons allow invalid modules in the beacon
Reproduce:
1. use a modded beacon that support quality or productivity modules
2. fast replace it with vanilla beacon
3. quality modules remain in vanilla beacon (it functions)
1. use a modded beacon that support quality or productivity modules
2. fast replace it with vanilla beacon
3. quality modules remain in vanilla beacon (it functions)
- Sat Dec 21, 2024 2:10 pm
- Forum: Won't fix.
- Topic: [2.0.28] Recycling recipes with only one ingredient confusingly named in factoriopedia
- Replies: 2
- Views: 793
[2.0.28] Recycling recipes with only one ingredient confusingly named in factoriopedia
When checking the recycle recipe in factoriopedia of one item, that is:
1. Made from only one type of item
2. Doesn't recycle into itself
It will display recycle recipe as "k × something recycling", where k is the floor of the recycling recipe output, but something is the original item.
E.g ...
1. Made from only one type of item
2. Doesn't recycle into itself
It will display recycle recipe as "k × something recycling", where k is the floor of the recycling recipe output, but something is the original item.
E.g ...
- Fri Dec 06, 2024 11:09 am
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 32157
Re: Version 2.0.24
My suggestion is, landmines in space destroy all landmines in a certain radius and those landmines will not deal damage. So using landmine as a last resort is still acceptable, but abusing them in large scale will not be practical.
This feels like it could also work if the design was ...