Search found 12 matches

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: 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.
2.0.39 editor.zip
(5.11 MiB) Downloaded 7 times
Factorio_ Space Age 2.0.42 2025-03-25 08-17-46.mp4
(28.14 MiB) Downloaded 12 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: 213

[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 213 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: 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 ...
by cyx2020f
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.
屏幕截图 2025-02-07 171141.png
屏幕截图 2025-02-07 171141.png (7.92 KiB) Viewed 138 times
屏幕截图 2025-02-07 171127.png
屏幕截图 2025-02-07 171127.png (27.58 KiB) Viewed 138 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: 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)
ee3d0b963a6c8ec53af1e9c3c2a28213.png
ee3d0b963a6c8ec53af1e9c3c2a28213.png (211.28 KiB) Viewed 1421 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: 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 ...
by cyx2020f
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 ...
by cyx2020f
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.
by cyx2020f
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.
2024-11-24 09-52-21.mp4
(8.65 MiB) Downloaded 22 times
by cyx2020f
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 ...
by cyx2020f
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 ...

Go to advanced search