Search found 12 matches
- 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: 802
[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: 213
[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: 570
[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: Bug Reports
- Topic: [2.0.34] The parametrise button and parameter signals have inconsistent icons
- Replies: 0
- Views: 138
[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: 1421
[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: 562
[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: 26215
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 ...
- Fri Dec 06, 2024 8:29 am
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 26215
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.
- Sun Nov 24, 2024 2:26 am
- Forum: Duplicates
- Topic: [2.0.21] Smart belt building will not turn ghosts into actual buildings.
- Replies: 1
- Views: 238
- Sun Nov 24, 2024 1:59 am
- Forum: Duplicates
- Topic: [2.0.21] Smart belt building will not turn ghosts into actual buildings.
- Replies: 1
- Views: 238
[2.0.21] Smart belt building will not turn ghosts into actual buildings.
Reproduce: build underground belt ghosts on where smart belt building will build them. Drag actual belt through, and only the entrance underground belt will be built.
- Sat Nov 23, 2024 8:28 am
- Forum: Duplicates
- Topic: [pard] [2.0.21] Achievement completion status not syncing across saves
- Replies: 3
- Views: 640
[pard] [2.0.21] Achievement completion status not syncing across saves
In version 1.1, achievements remain marked as completed across all saves once unlocked, even if the conditions to complete them are later broken. This behavior persists unless the achievement is manually reset.
I unlocked the "Logistic Network Embargo" and "Rush to Space" achievements on two ...
I unlocked the "Logistic Network Embargo" and "Rush to Space" achievements on two ...
- Sun Jan 17, 2021 2:28 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Ghost smart belt building creates real underground belt without item consumption
- Replies: 3
- Views: 3218
[kovarex] [1.1.12] Ghost smart belt building creates real underground belt without item consumption
Reproduce:
1. Turn on "Pick ghost item if no items are available" and "Smart belt dragging".
2. Get rid of the belts in the inventory but have at least 2 underground belts of the same tier.
3. Build the ghost belt(DO NOT hold shift) through one building.
4. Underground belts are built successfully ...
1. Turn on "Pick ghost item if no items are available" and "Smart belt dragging".
2. Get rid of the belts in the inventory but have at least 2 underground belts of the same tier.
3. Build the ghost belt(DO NOT hold shift) through one building.
4. Underground belts are built successfully ...