Search found 2732 matches
- Fri Nov 01, 2024 2:09 pm
- Forum: Not a bug
- Topic: Circuit wire drag from FFF #379 not working
- Replies: 4
- Views: 150
Re: Circuit wire drag from FFF #379 not working
I think the confusion is primarily caused by how to start this interaction. Circuit wires are added only when you start dragging over an entity that has circuit wires. If you hover the electric pole nearby first then this is not falling into drag logic but into an auto connect logic (which may conne...
- Fri Nov 01, 2024 1:28 pm
- Forum: Duplicates
- Topic: [2.0.13] Crash while travelling to Gleba for the first time: AutomatedTrainController::getPathTarget()
- Replies: 3
- Views: 212
Re: [2.0.13] Crash while travelling to Gleba for the first time: AutomatedTrainController::getPathTarget()
Yeah i checked the _autosave1.zip save file and managed to reproduce the crash in 2.0.13 (AutomatedTrainController::getPathTarget). Since i got a derived save file 5 seconds before the crash that was reliably crashing, i was able to verify that this crash is not happening in 2.0.14, which makes me e...
- Fri Nov 01, 2024 12:47 pm
- Forum: Assigned
- Topic: [Kovarex] [2.0.10] Interrupt not applied when "passing by" a station with no wait condition
- Replies: 2
- Views: 1402
- Fri Nov 01, 2024 12:36 pm
- Forum: Duplicates
- Topic: [2.0.13] Crash while travelling to Gleba for the first time: AutomatedTrainController::getPathTarget()
- Replies: 3
- Views: 212
Re: [2.0.13] Crash while travelling to Gleba for the first time: AutomatedTrainController::getPathTarget()
Thanks for the report. This crash looks like the same as one reported by 118975 so i am going to move this topic to duplicates but i will keep a reference since this topic may contain additional details useful when investigating the issue.
- Fri Nov 01, 2024 12:33 pm
- Forum: Duplicates
- Topic: [2.0.13] Crash in LuaEventDispatcher::checkEventsAreAllowed() when handing train interrupts
- Replies: 3
- Views: 143
Re: [2.0.13] Crash in LuaEventDispatcher::checkEventsAreAllowed() when handing train interrupts
Thanks for the report. This crash looks to be the same as one reported by 118822 so i am going to move this bug report to duplicates.
- Fri Nov 01, 2024 12:32 pm
- Forum: Duplicates
- Topic: [2.0.13] Crash whist building on space platform (RailSignalBase::setup, LuaEventDispatcher::checkEventsAreAllowed)
- Replies: 2
- Views: 95
Re: [2.0.13] Crash whist building on space platform (RailSignalBase::setup, LuaEventDispatcher::checkEventsAreAllowed)
Thanks for the report. It looks like this is the same issue as already reported in 118822 so i will move this report to duplicates.
- Fri Nov 01, 2024 12:23 pm
- Forum: Duplicates
- Topic: [2.0.13] Crash report (RailSignalBase::setup, LuaEventDispatcher::checkEventsAreAllowed)
- Replies: 1
- Views: 95
Re: [2.0.13] Crash report (RailSignalBase::setup, LuaEventDispatcher::checkEventsAreAllowed)
Thanks for the report. Looking at the log file i think this is a duplicate of an issue already reported by 118822.
- Fri Nov 01, 2024 12:21 pm
- Forum: Duplicates
- Topic: [2.0.13] Crash on Vulcanus (AutomatedTrainController::getPathTarget)
- Replies: 1
- Views: 103
Re: [2.0.13] Crash on Vulcanus (AutomatedTrainController::getPathTarget)
Thanks for the report. The crash looks similar to 118975, for now i will move this topic to duplicates.
- Fri Nov 01, 2024 12:20 pm
- Forum: Duplicates
- Topic: [2.0.13] Crash when train enters shunting station... (AutomatedTrainController::getPathTarget)
- Replies: 3
- Views: 168
- Fri Nov 01, 2024 12:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][2.0.13] Crash for unknown reason (AutomatedTrainController::getPathTarget)
- Replies: 5
- Views: 483
Re: [2.0.13] Crash for unknown reason (AutomatedTrainController::getPathTarget)
Ref https://forums.factorio.com/119014 https://forums.factorio.com/119024 https://forums.factorio.com/118922 https://forums.factorio.com/119506. I am slightly suspicious it may be the same issue under the hood as https://forums.factorio.com/118822 but manifesting itself differently. Ref.: https://fo...
- Fri Nov 01, 2024 12:15 pm
- Forum: Not a bug
- Topic: [2.0.13] Cannot place old rails
- Replies: 1
- Views: 134
Re: [Factorio 2.0.13] Old save does not let me repair rails
Welcome on forums and thanks for the report. This is a known sacrifice we had to make since we introduced new rail shapes in 2.0 (more about this in https://factorio.com/blog/post/fff-377). Unfortunately diagonal rails have incompatible alignment and so you cannot use rail planner to continue from s...
- Fri Nov 01, 2024 11:59 am
- Forum: Bug Reports
- Topic: [2.0.13] Inserter enable circuit condition not recognizing signal input
- Replies: 2
- Views: 121
Re: [2.0.13] Inserter Enable Circuit Condition Not Recognizing Signal Input
Sigh... so there is a destroyer item which is a capsule used to create new destroyers, and there is a destroyer entity because gun turrets may need to get filters set by circuit network. I guess the signals are coming from a chest so they are destroyer items, however the circuit condition contains a...
- Fri Nov 01, 2024 11:41 am
- Forum: Duplicates
- Topic: [2.0.13] Crash while placing rail signal (RailSignalBase::setup, LuaEventDispatcher::checkEventsAreAllowed)
- Replies: 1
- Views: 105
Re: Crash while placing rail signal
Thanks for the report. This issue is the same as one already reported by 118822 so i am going to move this report to duplicates. Fix should be released in 2.0.14 relatively soon but it will be available on experimental branch before we make it visible for broader audience.
- Fri Nov 01, 2024 11:38 am
- Forum: Not a bug
- Topic: Set Recipe on biochamber doesnt work for all recipes in scenario editor
- Replies: 2
- Views: 167
Re: Set Recipe on biochamber doesnt work for all recipes in scenario editor
Thanks for the report however i am going to move this to Not a bug. If you open /editor and inside of `settings` you disable "Ignore surface conditions" checkbox (so that editor will no longer be able to set arbitrary recipe ignoring surface conditions) you will notice that this recipe is ...
- Fri Nov 01, 2024 11:19 am
- Forum: Gameplay Help
- Topic: chain signal is not responding properly
- Replies: 4
- Views: 157
Re: chain signal is not responding properly
it looks like the third rail from the right is missing chain signal so i suspect trains are allowed to pass a normal signal way above out of the screenshot and the chain signal at the bottom is their first one at which they stop at.
- Fri Nov 01, 2024 9:38 am
- Forum: Not a bug
- Topic: [2.0.13] "F" over a constant combinator does not toggle anymore
- Replies: 2
- Views: 146
Re: [2.0.13] "F" over a constant combinator does not toggle anymore
Thanks for the report however there was never such feature as part of base game, your description however matches how pushbutton mod operates (or how it was operating in 1.1 when it had a default binding of F) In 2.0 at some point i made a control called "Toggle entity" which supports cons...
- Fri Nov 01, 2024 9:21 am
- Forum: Duplicates
- Topic: [2.0.13] Crusher when destroyed looks like electric furnace
- Replies: 1
- Views: 76
Re: [2.0.13] Crusher when destroyed looks like electric furnace
Thanks for the report. This issue was already reported under 117941 so i am moving this topic to duplicates.
- Fri Nov 01, 2024 9:01 am
- Forum: Duplicates
- Topic: [boskid] Objects on top of asteroid collector
- Replies: 5
- Views: 186
Re: [boskid] Objects on top of asteroid collector
I think i handled your bug report slightly unprofessionally. I am really grateful for your bug report, i was still verifying if the fix i did was applied to gates so they collide with asteroid collectors and i am not blaming you for posting a duplicate, from the time frame point of view obviously yo...
- Fri Nov 01, 2024 6:33 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 70
- Views: 4057
Re: Add option for mixed Quality in Assemblers
1/ productivity-quality exploit. During development there was an option for any quality recipe where a base rolled quality was lowest quality of provided ingredients. There was however exploit when using productivity modules: a machine could be fed normal quality ingredients that would "charge&...
- Thu Oct 31, 2024 11:45 pm
- Forum: Duplicates
- Topic: [boskid] Objects on top of asteroid collector
- Replies: 5
- Views: 186
Re: [boskid] Objects on top of asteroid collector
My post precedes that linked one by 2 days. That changes nothing, when fixing bugs i am following my own ordering and i am not disallowed from fixing one bug without first browing entire forum to find if there are earlier topics with the same or similar bug. I was fixing the big electric pole colli...