Search found 16297 matches
- Sat Nov 22, 2025 6:56 pm
- Forum: Pending
- Topic: [2.0.72] Crash (EquipmentGrid::copyLayoutFrom)
- Replies: 5
- Views: 111
Re: [2.0.72] Crash (EquipmentGrid::copyLayoutFrom)
It looks like we'll need a copy of your blueprint-storage.dat from the Factorio application directory.
- Sat Nov 22, 2025 4:19 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Freeze for unknown reason
- Replies: 5
- Views: 337
Re: [2.0.72] Freeze for unknown reason
Failing as in the function call returns an unknown/invalid value - it is. Failing as in the function call never returns - there's nothing we can do about that.
The expectation and contract is: calling the function with valid arguments returns some value and we process that. In this case, that ...
The expectation and contract is: calling the function with valid arguments returns some value and we process that. In this case, that ...
- Thu Nov 20, 2025 6:06 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] LuaEntity::register_tree(tree) doesn't wake up agricultural tower with type tree
- Replies: 1
- Views: 145
Re: [2.0.72] LuaEntity::register_tree(tree) doesn't wake up agricultural tower with type tree
Thanks for the report. This is now fixed for 2.1.
- Thu Nov 20, 2025 5:41 pm
- Forum: Not a bug
- Topic: [2.0.69] Assembler prototype with fluid energy source will work regardless of how much power fluid is available
- Replies: 2
- Views: 489
Re: [2.0.69] Assembler prototype with fluid energy source will work regardless of how much power fluid is available
Thanks for the report however this is working correctly based off the values you've define in the energy source. You specifically set scale_fluid_usage to false and so it's consuming all available fluid (up to the defined per-tick amount), and producing *way* more energy than it actually needs to ...
- Thu Nov 20, 2025 5:28 pm
- Forum: Not a bug
- Topic: [2.0.72] Fish cannot be placed into water when selected from quickbar and total number of fish is between 101 and 104
- Replies: 1
- Views: 415
Re: [2.0.72] Fish cannot be placed into water when selected from quickbar and total number of fish is between 101 and 10
Thanks for the report however I don't believe we will be changing this. "putting fish back" is an Easter egg and as such it works how it does, and if too many issues arise with it our go-to will be to remove it rather than add increasingly more complexity.
- Thu Nov 20, 2025 5:26 pm
- Forum: Minor issues
- Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
- Replies: 7
- Views: 529
Re: [2.0.72] Unpaired underground exit becomes entrance when pasted
I don't see any answer to this that won't have bigger issues. The engine is simply not setup to deal with the scenario you're giving it. The simple answer is: you just can't do that and expect it to work.
- Wed Nov 19, 2025 12:59 am
- Forum: Resolved for the next release
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 7
- Views: 843
Re: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
Thanks. I was able to reproduce it using some of the mods shown in the video and found and fixed the underlying issue for the next release.
- Tue Nov 18, 2025 9:07 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 140
Re: I would like to migrate (rename) a surface name.
Which in-game thing is not being migrated that you expect to be migrated?
- Tue Nov 18, 2025 8:24 pm
- Forum: Resolved for the next release
- Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
- Replies: 7
- Views: 843
Re: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
I'd specifically like the mods directory containing the old mods that need updating since I have no idea which version(s) you have locally when trying to reproduce this, and trying to figure out which mods I can install, that then need updates - that also make this happen - has not worked for me.
- Tue Nov 18, 2025 1:56 pm
- Forum: Not a bug
- Topic: [2.0.72] Blueprints drop from the looped recycler
- Replies: 1
- Views: 185
Re: [2.0.72] Blueprints drop from the looped recycler
Thanks for the report however this is working as intended. A crafting machine does not have storage for all the individual blueprints in a given book and so when it consumes the book to craft it ejects the blueprints/items in it onto the ground.
If that's not what you want, simply right click on ...
If that's not what you want, simply right click on ...
- Mon Nov 17, 2025 8:32 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Crash (ConstructionRobot::postReviveJobFinished)
- Replies: 2
- Views: 344
Re: [2.0.72] Crash (ConstructionRobot::postReviveJobFinished)
I was not able to reproduce this, but I can see in the code what was going wrong and it's now fixed for 2.1.
- Mon Nov 17, 2025 6:02 am
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash saving "Input value larger than the maximum" (CircuitNetwork::save)
- Replies: 3
- Views: 173
Re: [2.0.72] Crash saving "Input value larger than the maximum" (CircuitNetwork::save)
4 times actually: viewtopic.php?p=666169#p666169
Based on all 4 crashes being in different places, none of them being reproducible, and none of them pointing at places other people are crashing in, I’m like 99% sure your hardware is faulty.
Based on all 4 crashes being in different places, none of them being reproducible, and none of them pointing at places other people are crashing in, I’m like 99% sure your hardware is faulty.
- Mon Nov 17, 2025 2:34 am
- Forum: Not a bug
- Topic: [2.0.72] Autosave index jumps backward after loading older saves
- Replies: 2
- Views: 153
Re: [2.0.72] Autosave index jumps backward after loading older saves
Thanks for the report however autosave indexes are based off the time in the save file and are not shared/incremented across different saves.
Specifically the autosave index used is computed as: (update-tick / autosave-interval - 1) % autosave-slots + 1
Specifically the autosave index used is computed as: (update-tick / autosave-interval - 1) % autosave-slots + 1
- Sun Nov 16, 2025 9:40 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Crash (ConstructionRobot::postReviveJobFinished)
- Replies: 2
- Views: 344
Re: [2.0.72] Crash (ConstructionRobot::postReviveJobFinished)
Thanks for the report. Do you know of any way to reproduce this crash?
- Sat Nov 15, 2025 1:06 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash when autosaving
- Replies: 2
- Views: 210
Re: [2.0.72] Crash when autosaving
Thanks for the report however the crash log does not show anything useful about the crash. The only way I’ve seen this crash in the past has been failing hardware (most commonly RAM). Unless you know of a way to reproduce it.
- Fri Nov 14, 2025 4:28 pm
- Forum: Modding interface requests
- Topic: LuaControl.can_place_tile
- Replies: 4
- Views: 322
Re: LuaControl.can_place_tile
By placing a given tile it may make placing another invalid (tile placement rules can require you do not build within x distance of another tile). So can place tiles is not likely to be super useful.
- Thu Nov 13, 2025 7:50 pm
- Forum: Not a bug
- Topic: [2.0.72] inserters incorrectly loading trains wher parked at a turn
- Replies: 1
- Views: 209
Re: [2.0.72] inserters incorrectly loading trains wher parked at a turn
Thanks for the report however this is simply how trains work on curves. If you want to avoid this, you can't have the train stop on a curve.
- Mon Nov 10, 2025 6:51 pm
- Forum: Implemented Suggestions
- Topic: Pipe visualization--add to interface menu to disable
- Replies: 7
- Views: 843
Re: Pipe visualization--add to interface menu to disable
Ok, I added a hidden config option for 2.1.
- Mon Nov 10, 2025 3:41 pm
- Forum: Implemented Suggestions
- Topic: Pipe visualization--add to interface menu to disable
- Replies: 7
- Views: 843
Re: Pipe visualization--add to interface menu to disable
If I was to add a setting (hidden or otherwise), there are 2 scenarios where the visualization happens: on mouse-over of a fluid entity, and when holding a fluid entity in the cursor.
It's unclear if a setting would disable both, or just one, or if there would be a desire for two settings.
It's unclear if a setting would disable both, or just one, or if there would be a desire for two settings.
- Mon Nov 10, 2025 2:38 pm
- Forum: Resolved for the next release
- Topic: [2.0.72] doesn't create default config.ini
- Replies: 1
- Views: 401
Re: [2.0.72] doesn't create default config.ini
Thanks for the report. This is now fixed for the next release.