Search found 16297 matches

by Rseding91
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.
by Rseding91
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 ...
by Rseding91
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 ...
by Rseding91
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.
by Rseding91
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.
by Rseding91
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.
by Rseding91
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?
by Rseding91
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.
by Rseding91
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 ...
by Rseding91
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.
by Rseding91
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.
by Rseding91
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
by Rseding91
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?
by Rseding91
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.
by Rseding91
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.
by Rseding91
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.
by Rseding91
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.
by Rseding91
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.
by Rseding91
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.

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