Search found 16121 matches
- Thu Sep 25, 2025 6:23 pm
- Forum: Pending
- Topic: [2.0.68] Crash during autosave
- Replies: 1
- Views: 89
Re: [2.0.68] Crash during autosave
Thanks for the report - have you been able to reproduce this crash? It's crashing while trying to save a random resource entity which I've only ever seen on computers where the RAM/CPU were failing.
- Thu Sep 25, 2025 6:18 pm
- Forum: Not a bug
- Topic: [2.0.66] Items inside ghost "stack" when pasting blueprint again
- Replies: 1
- Views: 73
Re: [2.0.66] Items inside ghost "stack" when pasting blueprint again
Thanks for the report however I am not able to reproduce any such "adding" logic. When I paste, it always sets the requests to the amount in the blueprint - never adding to the requested amount.
Once robots deliver the requested amount - if I paste again - it re-sets the request to what's in the ...
Once robots deliver the requested amount - if I paste again - it re-sets the request to what's in the ...
- Thu Sep 25, 2025 5:42 pm
- Forum: Fixed for 2.1
- Topic: [Rseding91] [2.0.66] Crash loading 1.1 Space Exploration save (ElectricEnergySource)
- Replies: 2
- Views: 172
Re: [Rseding91] [2.0.66] Crash loading 1.1 Space Exploration save (ElectricEnergySource)
Thanks for the report. I was able to fix this, however it's going to be for 2.1 as the change is potentially risky and I don't want to break things in 2.0 at this point.
The crash is happening when migrating non-electric-pole entities into electric poles in the save file. Specifically - I think the ...
The crash is happening when migrating non-electric-pole entities into electric poles in the save file. Specifically - I think the ...
- Thu Sep 25, 2025 3:27 pm
- Forum: Ideas and Suggestions
- Topic: request: no "will disable achivement" at start of NG+
- Replies: 1
- Views: 137
Re: request: no "will disable achivement" at start of NG+
You've got a lot of suggestions but don't seem to ever reply when someone asks additional questions about one of them.
- Thu Sep 25, 2025 2:46 am
- Forum: Not a bug
- Topic: [2.0.20] Lithium Brine pumpjack on aquillo "Output Full" but only at 500/1000 in the machine itself
- Replies: 1
- Views: 96
Re: [2.0.20] Lithium Brine pumpjack on aquillo "Output Full" but only at 500/1000 in the machine itself
Thanks for the report however that is working correctly. The pump cannot eject the fluid it has pumped into the pipe it is connected to and so it fills itself half way and stops.
- Wed Sep 24, 2025 9:29 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Crash when calling 'Player::onCharacterDied()' with modded character
- Replies: 1
- Views: 113
Re: [2.0.66] Crash when calling 'Player::onCharacterDied()' with modded character
Thanks for the report. This is now fixed for the next release.
- Wed Sep 24, 2025 9:09 pm
- Forum: Implemented mod requests
- Topic: Fuel fuel_top_speed_multiplier to affect 'carprototype'
- Replies: 1
- Views: 242
Re: Fuel fuel_top_speed_multiplier to affect 'carprototype'
I implemented this for 2.1.
- Wed Sep 24, 2025 1:42 pm
- Forum: Pending
- Topic: [2.0.66] Negative beacon profile causes UI errors
- Replies: 1
- Views: 332
Re: [2.0.66] Negative beacon profile causes UI errors
Can you please provide the full code required to reproduce this? "profile = { -1 }" does not reproduce what you're showing.
- Wed Sep 24, 2025 1:37 pm
- Forum: Minor issues
- Topic: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
- Replies: 2
- Views: 963
Re: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
Thanks for the report however I don't consider this to be a bug. This is a simple belt-update-order observation where *some* transport line will be first to update and when splitters/side-loading are involved there's no perfect update order the game can determine. As things flow/move/go-active/go ...
- Wed Sep 24, 2025 1:33 pm
- Forum: Minor issues
- Topic: [2.0.60] Gleba enemies freezing even when military targets are near them
- Replies: 1
- Views: 337
Re: [2.0.60] Gleba enemies freezing even when military targets are near them
Thanks for the report. Looking into the save file - this seems to be a duplicate of https://forums.factorio.com/129482 combined with not having any "military" targets nearby for the enemies to attack.
Enemies are put to sleep when they have nothing to attack - and landmines are not standard ...
Enemies are put to sleep when they have nothing to attack - and landmines are not standard ...
- Wed Sep 24, 2025 1:25 pm
- Forum: Won't fix.
- Topic: [2.0.68] "only-in-cursor" items can be turned into a Ghost Request
- Replies: 1
- Views: 126
Re: [2.0.68] "only-in-cursor" items can be turned into a Ghost Request
Given this doesn't break anything, and would add extra complexity/fragility to the logic to try to prevent - I'm putting this into "won't fix".
- Wed Sep 24, 2025 9:42 am
- Forum: Pending
- Topic: Shattered Planet Platorm causes Other Platforms to take damage?
- Replies: 4
- Views: 466
Re: Shattered Planet Platorm causes Other Platforms to take damage?
I’m also interested in the save file, because we explicitly have each platform use its own random generator for asteroids to prevent this exact kind of issue.
- Tue Sep 23, 2025 9:21 pm
- Forum: Resolved for the next release
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 5
- Views: 1187
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
This is now fixed for the next release.
- Tue Sep 23, 2025 9:11 pm
- Forum: Not a bug
- Topic: [2.0.66] Item crafted as spoilage
- Replies: 2
- Views: 120
Re: [2.0.66] Item crafted as spoilage
Thanks for the report. That is working as intended and works that way to prevent you from halting crafting to halt spoilage.
- Tue Sep 23, 2025 4:14 pm
- Forum: Resolved for the next release
- Topic: [2.0.66] Coal can be upgraded into fusion power cells
- Replies: 1
- Views: 251
Re: [2.0.66] Coal can be upgraded into fusion power cells
Thanks for the report. I've added some simpler filtering when applying upgrade planners to prevent this when possible.
- Tue Sep 23, 2025 1:18 pm
- Forum: 1 / 0 magic
- Topic: [2.0.67] Crash in LuaContext::update()
- Replies: 1
- Views: 148
Re: [2.0.67] Crash in LuaContext::update()
Thanks for the report however the log doesn't show anything interesting. I've seen some crashes in that general area but nobody is ever able to reproduce anything.
As best I can guess: a random bit-flip corrupted the lua state, or maybe less likely your RAM/CPU are starting to fail. Unless you know ...
As best I can guess: a random bit-flip corrupted the lua state, or maybe less likely your RAM/CPU are starting to fail. Unless you know ...
- Mon Sep 22, 2025 3:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Crash during some surface manipulation (mod Warp Drive Machine)
- Replies: 3
- Views: 499
Re: [2.0.66] Crash during some surface manipulation (mod Warp Drive Machine)
Thanks for the report and the save file. This is now fixed for the next release.
- Mon Sep 22, 2025 3:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Crash when mod is added to simulation "Cannot deduce player for input action: 240."
- Replies: 1
- Views: 440
Re: [2.0.66] Crash when mod is added to simulation "Cannot deduce player for input action: 240."
Thanks for the report. This is now fixed for the next release.
- Mon Sep 22, 2025 2:23 am
- Forum: Won't fix.
- Topic: [2.0.66] Shift-clicking blueprint into inventory highlights the wrong blueprint
- Replies: 4
- Views: 167
Re: [2.0.66] Shift-clicking blueprint into inventory highlights the wrong blueprint
Thanks for the report. The highlight logic doesn’t know anything about item data. It operates purely on just the basic ID of items.
- Sat Sep 20, 2025 10:45 pm
- Forum: Not a bug
- Topic: [2.0.66] Inseters stack size not clear in tech tree
- Replies: 8
- Views: 443
Re: [2.0.66] Inseters stack size not clear in tech tree
Even if i do not research bulk inserter tech, there is still no way to know that research is giving a +1 to a non-bulk inserters, researched or not researched the tooltip only says that apply to bulk and stack inserters.
The bulk-inserter technology does not give a +1 to non-bulk inserters or ...