Search found 15832 matches
- Wed Jun 25, 2025 10:52 pm
- Forum: Not a bug
- Topic: [2.0.58] Game hangs after platform is destroyed
- Replies: 2
- Views: 214
Re: [2.0.58] Game hangs after platform is destroyed
It looks like the fault is with the mod "minimal wire" as best I can tell, when an entity is killed on the platform it's firing a Lua event which the mod listens to and then adds a new entity at the position of the one that died "dummy-hidden-pole". The tile-dying logic keeps iterating all entities ...
- Wed Jun 25, 2025 6:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.58] Tips and tricks multiplayer disconnect and more brokenness
- Replies: 2
- Views: 341
Re: [2.0.58] Tips and tricks multiplayer disconnect and more brokenness
Thanks for the report. This is now fixed for the next release.
- Wed Jun 25, 2025 8:45 am
- Forum: Technical Help
- Topic: Unexpected error occurred.
- Replies: 18
- Views: 1013
Re: Unexpected error occurred.
Has it ever been stable on this laptop?
- Wed Jun 25, 2025 8:18 am
- Forum: Not a bug
- Topic: [2.0.55] Game uses the wrong units for radiation
- Replies: 1
- Views: 185
Re: [2.0.55] Game uses the wrong units for radiation
Thanks for the report however Space Age does not have such a property on planets. That was added by one of the mods you're using and as such you'll need to report it to them.
- Wed Jun 25, 2025 1:15 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Medium Fulgoran ruin icon displayed wrong
- Replies: 3
- Views: 303
Re: [2.0.55] Medium Fulgoran ruin icon displayed wrong
Thanks for the report. It looks like the entity icon and entity graphics are simply different, but it is showing the correct icon set for the ruin entity.
Given the huge difference in ruin variations I don’t see a single one that would fit perfectly in the icon.
Given the huge difference in ruin variations I don’t see a single one that would fit perfectly in the icon.
- Tue Jun 24, 2025 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.58] Crash marking for deconstruction of ghost of stack-inserter blueprint migrated to bulk-inserter
- Replies: 1
- Views: 317
Re: [2.0.58] Crash marking for deconstruction of ghost of stack-inserter blueprint migrated to bulk-inserter
Thanks for the report. This is now fixed for the next release.
- Tue Jun 24, 2025 7:22 pm
- 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: 356
Re: [2.0.58] Built in FontPrototypes does not inherit font correctly until the UI scale changes.
Actually, I was able to reproduce it myself and confirm it's now fixed for the next release.
- Tue Jun 24, 2025 4:29 pm
- 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: 356
Re: [2.0.58] Built in FontPrototypes does not inherit font correctly until the UI scale changes.
Thanks for the report. I think I can see what's wrong, but can you provide an example mod I can test with to verify it's working correctly?
- Tue Jun 24, 2025 3:49 pm
- Forum: Pending
- Topic: [2.0.55] Crash on Autosave when entering and driving vehicle
- Replies: 2
- Views: 151
Re: [2.0.55] Crash on Autosave when entering and driving vehicle
Thanks for the report however the logs don't show any crash. Based off what you're describing it sounds like something went wrong with the graphics driver and the Factorio process got killed as a side effect.
Are you able to reproduce this?
Are you able to reproduce this?
- Tue Jun 24, 2025 2:53 pm
- Forum: Not a bug
- Topic: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
- Replies: 3
- Views: 261
Re: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
You're correct. However, the entire purpose of accumulators is the fact they store energy in their buffer so it makes sense to show it there.
- Tue Jun 24, 2025 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.55] Quality not accumulated in stats when using input_counts
- Replies: 3
- Views: 418
Re: [Rseding91] [2.0.55] Quality not accumulated in stats when using input_counts
Thanks for the report. This is now fixed for the next release.
- Tue Jun 24, 2025 8:15 am
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 924
Re: runtime access to fusion reactor/generator properties
https://lua-api.factorio.com/latest/cla ... e_per_tick It is there in the experimental version.
Correction, it will be there for the next release.
Correction, it will be there for the next release.
- Tue Jun 24, 2025 7:16 am
- Forum: Not a bug
- Topic: [2.0.58] [mac-x64] Grammatical error in value for key `macos-preferred-graphics-backend`
- Replies: 3
- Views: 322
Re: [2.0.58] [mac-x64] Grammatical error in value for key `macos-preferred-graphics-backend`
Thanks for the report however changing this is only going to break existing configurations that are using the old naming scheme.
It functionally has no impact to be what it is so it’s best left alone and best to *not* break existing player setups.
It functionally has no impact to be what it is so it’s best left alone and best to *not* break existing player setups.
- Tue Jun 24, 2025 7:10 am
- Forum: Technical Help
- Topic: Unexpected error occurred.
- Replies: 18
- Views: 1013
Re: Unexpected error occurred.
Two of those are the same, and two are in different places. All of them are in the graphics driver.
That makes me believe either your graphics driver is corrupt, or the GPU is broken.
Given you haven’t said the computer is crashing - I lean towards corrupt graphics driver - but there’s really no ...
That makes me believe either your graphics driver is corrupt, or the GPU is broken.
Given you haven’t said the computer is crashing - I lean towards corrupt graphics driver - but there’s really no ...
- Mon Jun 23, 2025 10:59 pm
- Forum: Ideas and Suggestions
- Topic: Stuck inserters get picked up
- Replies: 4
- Views: 301
Re: Stuck inserters get picked up
There are no situations where an inserter will grab an item that can't fit into a destination crafting machine. Even if the item spoils, it will go into the machines trash output which you can then deal with through normal extraction inserters.
- Mon Jun 23, 2025 10:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] hidden elem_filter not respected by -with-quality choose-elem-button
- Replies: 1
- Views: 323
Re: [2.0.57] hidden elem_filter not respected by -with-quality choose-elem-button
Thanks for the report. This is now fixed for the next release.
- Mon Jun 23, 2025 10:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] LuaSurface.create_entity for a configured Spidertron LuaItemStack does not preserve the Equipment Grid
- Replies: 1
- Views: 330
Re: [2.0.57] LuaSurface.create_entity for a configured Spidertron LuaItemStack does not preserve the Equipment Grid
Thanks for the report. This is now fixed for the next release.
- Mon Jun 23, 2025 9:31 pm
- Forum: Not a bug
- Topic: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
- Replies: 3
- Views: 261
Re: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
Thanks for the report however as far as I know we don't show buffer capacity anywhere in entities tooltips. Buffers exist mostly as an implementation detail and we have gone a long ways to avoid showing them anywhere because it's not something a player has any control of and "is what it is".
- Mon Jun 23, 2025 8:28 pm
- Forum: Technical Help
- Topic: [2.0.55] Crashing in Hyprland
- Replies: 1
- Views: 184
Re: Crashing in Hyprland
Thanks for the report however given Factorio's code has not changed - and the driver has - that points the blame squarely at the driver. Also, it's crashing *in* the driver code which is outside of our control. You can roll back the drivers and or report it to the driver developers.
- Mon Jun 23, 2025 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Teleporting car to other surface invalidates reference to non-player driver
- Replies: 2
- Views: 482
Re: [2.0.55] Teleporting car to other surface invalidates reference to non-player driver
Thanks for the report. This is now fixed for the next release.