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by Rseding91
Fri Jul 04, 2025 7:42 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.58] surface.create_entity() crashes with "quality is zero"
Replies: 1
Views: 236

Re: [2.0.58] surface.create_entity() crashes with "quality is zero"

Thanks for the report. This is now fixed for the next release.
by Rseding91
Fri Jul 04, 2025 7:28 pm
Forum: Modding discussion
Topic: Game can not tell you if a fluid with the same name as an item is missing.
Replies: 2
Views: 117

Re: Game can not tell you if a fluid with the same name as an item is missing.

What? There are tons of items that don't have a matching fluid of the same name. It's not a requirement of anything.
by Rseding91
Fri Jul 04, 2025 11:52 am
Forum: Not a bug
Topic: [2.0.58] Science multiplier UI field does not follow the internal range
Replies: 2
Views: 237

Re: [2.0.58] Science multiplier UI field does not follow the internal range

Thanks for the report however this is not a bug. The GUI is meant to let you input *some* values that are acceptable for most games. It's not an exhaustive input range.
by Rseding91
Fri Jul 04, 2025 11:50 am
Forum: 1 / 0 magic
Topic: [2.0.55] Crash when loading a save (ElectricNetwork::checkStatisticsConsistency)
Replies: 2
Views: 199

Re: [2.0.55] Crash when loading a save (ElectricNetwork::checkStatisticsConsistency)

Thanks for the report. This error indicates that you had some kind of system failure (CPU or RAM). Since on load it's failing to have a value in one of the electric networks that it validated on save was correct.

Do you know of any way to get a known good save file into this state?
by Rseding91
Thu Jul 03, 2025 8:08 pm
Forum: Won't implement
Topic: Allow the quality of a entity to be changable at runtime
Replies: 2
Views: 137

Re: Allow the quality of a entity to be changable at runtime

I looked into it early on and it's functionally not possible. It's identical to asking for "Allow changing the name of an entity runtime". The only way to do it is destroy the old entity and create a new one with the new name.

The only way to change the quality of an entity runtime is to destroy ...
by Rseding91
Thu Jul 03, 2025 5:04 pm
Forum: Minor issues
Topic: [2.0.55] Usable items cooldowns depend on latency in multiplayer
Replies: 1
Views: 500

Re: [2.0.55] Usable items cooldowns depend on latency in multiplayer

Thanks for the report however I don't believe we will be doing anything about this. Combat and combat related things were specifically never implemented in latency because there are too many moving parts to fake in the latency state.

Throwing capsules are done through the standard shooting logic ...
by Rseding91
Thu Jul 03, 2025 1:36 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.58] Sync mods confirmation dialog has incorrect style
Replies: 1
Views: 217

Re: [2.0.58] Sync mods confirmation dialog has incorrect style

Thanks for the report. This is now fixed for the next release.
by Rseding91
Thu Jul 03, 2025 1:21 pm
Forum: Minor issues
Topic: [2.0.55] Transport line gap opens up in middle of belt where it shouldn't
Replies: 5
Views: 553

Re: [2.0.55] Transport line gap opens up in middle of belt where it shouldn't

Thanks for the report however we won't be doing anything about this. The splitter you've placed inline, and the fact you're side-loading means the recursive "update the one in front of me first, so then I can move forward without leaving gaps" breaks down here.
by Rseding91
Wed Jul 02, 2025 6:39 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Can't open gui of reactors with void energy source
Replies: 1
Views: 228

Re: [2.0.55] Can't open gui of reactors with void energy source

Thanks for the report. This is now fixed for the next release.
by Rseding91
Wed Jul 02, 2025 7:21 am
Forum: Technical Help
Topic: Unexpected error occurred.
Replies: 18
Views: 968

Re: Unexpected error occurred.

Fascinating.
by Rseding91
Tue Jul 01, 2025 11:54 am
Forum: Not a bug
Topic: Cannot remove modules from assembly machine without recipe
Replies: 1
Views: 131

Re: Cannot remove modules from assembly machine without recipe

Thanks for the report however this is not a bug. If you want to remove the modules you can set a recipe and remove them, or simply pick up the entire machine which will also include the modules.
by Rseding91
Mon Jun 30, 2025 8:08 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.58] cannot insert equipment ghost into unworn armor
Replies: 1
Views: 548

Re: [2.0.58] cannot insert equipment ghost into unworn armor

Thanks for the report. This is now fixed for the next release.
by Rseding91
Mon Jun 30, 2025 7:06 am
Forum: Resolved Problems and Bugs
Topic: [2.0.23] inserter can't insert spoilage into captive biter spawner
Replies: 16
Views: 4646

Re: [2.0.23] inserter can't insert spoilage into captive biter spawner

Inserters will put any spoiled items into the output of the biochamber. If the output is full then it will wait for the output to become empty - except in the case of the spawner - where the recipe runs just to keep the machine from dying - where it will put it into a 2nd slot next to the output ...
by Rseding91
Sun Jun 29, 2025 10:01 pm
Forum: Duplicates
Topic: [2.0.55] Captured Biter Spawner Spoilage Bug
Replies: 7
Views: 507

Re: [2.0.55] Captured Biter Spawner Spoilage Bug

I see. I missed the part where you said 2.0.55. The linked bug report was fixed in version 2.0.56 which you aren't on and has not been released as stable yet.
by Rseding91
Sun Jun 29, 2025 6:41 pm
Forum: Assigned
Topic: [raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
Replies: 3
Views: 525

Re: [2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"

Thanks for the report. The crash is fixed for the next release - it will simply shows a "corrupt map" error at the load screen.

The reason why the save is getting into that state seems to be a different bug which I'll forward to the fluids guy.
by Rseding91
Sun Jun 29, 2025 1:57 pm
Forum: 1 / 0 magic
Topic: [2.0.55] Crash using invalid stack size input value (RuntimeError.cpp:24)
Replies: 2
Views: 318

Re: [2.0.55] Crash using invalid stack size input value (RuntimeError.cpp:24)

Thanks for the report. The error is that you left "log-stack-trace-on-non-critical-exception" enabled when you aren't supposed to. That, combined with something about your systems inability to generate a stack trace has crashed the game.

Simply disable that option.
by Rseding91
Sun Jun 29, 2025 7:03 am
Forum: Duplicates
Topic: [2.0.55] Captured Biter Spawner Spoilage Bug
Replies: 7
Views: 507

Re: 2.0.55 (build 83138 expansion, linux64) Captured Biter Spawner Spoilage Bug

Do you have a save from *before* it picked up the spoilage where when loaded it will pick it up and get stuck?
by Rseding91
Sat Jun 28, 2025 6:04 pm
Forum: Duplicates
Topic: [2.0.55] Captured Biter Spawner Spoilage Bug
Replies: 7
Views: 507

Re: 2.0.55 (build 83138 expansion, linux64) Captured Biter Spawner Spoilage Bug

Sorry but I'm not seeing any inserter trying to put spoilage into a captured spawner in the save. I see one trying to put spoilage into a *wild* spawner - likely it had bioflux in its hand on the way to the spawner when it went wild and it has since spoiled.
by Rseding91
Sat Jun 28, 2025 12:53 pm
Forum: Technical Help
Topic: [2.0.055] unpredictable crashing during game
Replies: 4
Views: 209

Re: [2.0.055] unpredictable crashing during game

Thanks for the report. The crashes are *all over the place*. That combined with the CPU you have makes me think your CPU is faulty and it's the 13th/14th gen CPU bug https://www.reddit.com/r/intel/comments/1egthzw/megathread_for_intel_core_13th_14th_gen_cpu/

Do you have the latest BIOS? If not, try ...
by Rseding91
Sat Jun 28, 2025 6:28 am
Forum: Not a bug
Topic: [2.0.55] Incorrect Z-Index(?) On Pipe Length
Replies: 2
Views: 139

Re: [2.0.55] Incorrect Z-Index(?) On Pipe Length

Thanks for the report however this is intended. The arrows draw above everything. If they didn’t they would be useless since the right side and bottom side of the screen almost always have GUI elements visible.

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