Search found 25 matches

by cyx2020f
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

Re: [2.0.55] Assembler ingredient signals take 2 ticks to get calculated after the recipe is set by a signal

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 ...
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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.
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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 ...
by cyx2020f
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.
2.0.39 editor.zip
(5.11 MiB) Downloaded 35 times
Factorio_ Space Age 2.0.42 2025-03-25 08-17-46.mp4
(28.14 MiB) Downloaded 44 times
by cyx2020f
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"

03-13-2025, 07-23-35.png
03-13-2025, 07-23-35.png (57.95 KiB) Viewed 300 times
It should use a different locale key, like "Damage in wait condition __1__".
by cyx2020f
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 ...
by cyx2020f
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.
屏幕截图 2025-02-07 171141.png
屏幕截图 2025-02-07 171141.png (7.92 KiB) Viewed 261 times
屏幕截图 2025-02-07 171127.png
屏幕截图 2025-02-07 171127.png (27.58 KiB) Viewed 261 times
by cyx2020f
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)
ee3d0b963a6c8ec53af1e9c3c2a28213.png
ee3d0b963a6c8ec53af1e9c3c2a28213.png (211.28 KiB) Viewed 1836 times
by cyx2020f
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 ...
by cyx2020f
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 ...

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