Search found 4336 matches
- Tue Dec 23, 2025 1:22 pm
- Forum: Technical Help
- Topic: [2.0.72] Save file not loading anymore due to corrupted id
- Replies: 1
- Views: 89
Re: [2.0.72] Save file not loading anymore due to corrupted id
Looking at the save file it seems to be the same type of corruption as in https://forums.factorio.com/127574 - one of the entities was saved without data of its energy source, making this save file unloadable because game was confused about meaning of various bytes on read (misinterpreting lack of ...
- Sat Dec 20, 2025 8:16 pm
- Forum: Bug Reports
- Topic: [2.0.72] Burner inserter won't fuel with spoilage
- Replies: 2
- Views: 149
Re: [2.0.72] Burner inserter won't fuel with spoilage
Without a save file this bug report is incomplete.
- Thu Dec 18, 2025 1:22 am
- Forum: Modding help
- Topic: Heavy mode determinism vs Factorissimo3
- Replies: 3
- Views: 233
Re: Heavy mode determinism vs Factorissimo3
Heavy mode is the ultimate tool for finding desyncs with game bugs or scripting bugs, you may notice it is uplayably slow because it saves the game, loads a game, and then does update of the original game instance and second game instance doing more saves in between to rule out all possible places ...
- Thu Dec 18, 2025 12:59 am
- Forum: Gameplay Help
- Topic: No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator
- Replies: 10
- Views: 1204
Re: No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator
I wont be discussing this if you cannot state your problem more accurately than saying "it does not work".
OP's first post shows usage of "Everything" signal which never supported having a second special signal.
Tested right now in 2.0.72 the exact setup from the provided picture, it works ...
OP's first post shows usage of "Everything" signal which never supported having a second special signal.
Tested right now in 2.0.72 the exact setup from the provided picture, it works ...
- Wed Dec 17, 2025 7:49 pm
- Forum: Modding help
- Topic: how to print to console when you reach the limit of LocalisedString
- Replies: 3
- Views: 154
Re: how to print to console when you reach the limit of LocalisedString
LocalisedString's recursion limit being 20 levels is documented since 1.1.22. Please consider not splicing localised strings and instead using log() for whatever debugging purpose you need it.
- Tue Dec 16, 2025 9:21 am
- Forum: Technical Help
- Topic: [2.0.69] MacBook Air 2020 Intel
- Replies: 1
- Views: 220
Re: [2.0.69] MacBook Air 2020 Intel
This is most likely related to 131153. Since that issue was fixed in 2.0.70 while you are trying to run 2.0.69, i would suggest trying to install a latest version (2.0.72 at the moment of writing).
Only problematic thing here may be that latest demo is 2.0.69.
Only problematic thing here may be that latest demo is 2.0.69.
- Tue Dec 16, 2025 8:39 am
- Forum: Gameplay Help
- Topic: No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator
- Replies: 10
- Views: 1204
Re: No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator
Straight off of the wiki, I need something to do exactly this operation, but this doesnt exist anymore for whatever reason. I did manage to find a weird workaround though.
Icons were updated since creation of that image.
"each" signal now looks like this (2.0.72):
12-16-2025, 09-38-25.png
- Mon Dec 15, 2025 1:45 pm
- Forum: Not a bug
- Topic: [2.0.72] Set recipe and Read ingredients are not isolated
- Replies: 4
- Views: 269
Re: [2.0.72] Set recipe and Read ingredients are not isolated
It is solvable if you stop reading ingredients from all assemblers.
- Mon Dec 15, 2025 1:28 pm
- Forum: Not a bug
- Topic: [2.0.72] Set recipe and Read ingredients are not isolated
- Replies: 4
- Views: 269
Re: [2.0.72] Set recipe and Read ingredients are not isolated
This is a feature request since you want R/G checkboxes from decider. I am not seeing any bugs in this given current feature set.
-- edit:
To be even more precise, your proposed solution would not help with the setup you have in the save file since all 6 assemblers are reading ingredients and all ...
-- edit:
To be even more precise, your proposed solution would not help with the setup you have in the save file since all 6 assemblers are reading ingredients and all ...
- Fri Dec 12, 2025 12:59 am
- Forum: Won't fix.
- Topic: [2.0.72] Inserters depositing fuel in the additional output slots of factories that require fuel
- Replies: 13
- Views: 674
Re: [2.0.72] Inserters depositing fuel in the additional output slots of factories that require fuel
It looks like copy settings is messed up by https://mods.factorio.com/mod/AdditionalPasteSettings creating a behavior on the source entity when copying settings. With this mod removed the copy-settings approach seems to be working as expected.
- Fri Dec 12, 2025 12:45 am
- Forum: Modding interface requests
- Topic: LuaEntity.remove_control_behaviour
- Replies: 4
- Views: 273
Re: LuaEntity.remove_control_behaviour
I am curious, why exactly do you need to remove a control behavior? There should be no reason to create a control behavior in the first place if you are not trying to add a wire or to set a setting. There is a significant difference between "get_control_behavior" and "get_or_create_control_behavior ...
- Thu Dec 11, 2025 11:53 pm
- Forum: Won't fix.
- Topic: [2.0.72] Inserters depositing fuel in the additional output slots of factories that require fuel
- Replies: 13
- Views: 674
Re: [2.0.72] Inserters depositing fuel in the additional output slots of factories that require fuel
That is not part of game logic, it must be some mod listening for copy settings event and interfering. Did you remove the mod that Rseding pointed at?
- Thu Dec 11, 2025 11:43 pm
- Forum: Won't fix.
- Topic: [2.0.72] Inserters depositing fuel in the additional output slots of factories that require fuel
- Replies: 13
- Views: 674
Re: [2.0.72] Inserters depositing fuel in the additional output slots of factories that require fuel
A tedious solution but not using console commands is to copy paste settings from a belt that has no behavior, basically shift+right click one of belts without "I" and then shift+left click over a belt with "I". Drag paste may help with this.
- Thu Dec 11, 2025 11:32 pm
- Forum: Modding interface requests
- Topic: LuaEntity.remove_control_behaviour
- Replies: 4
- Views: 273
Re: LuaEntity.remove_control_behaviour
I would prefer to not have this because it would have huge sideeffects: removing all circuit wires (if there are any), clearing all settings to defaults and in some cases it may even remove items (assembler's dump inventory is part of assembler behavior). That being said, there are at least 2 cases ...
- Thu Dec 11, 2025 9:59 am
- Forum: Ideas and Suggestions
- Topic: Alternative recipe ingredients
- Replies: 1
- Views: 299
Re: Alternative recipe ingredients
This does not feel realistic. There are basically 2 approaches, lets call them "automatic" and "manual" and both of them are a no-no.
In the "automatic" approach, you would select a recipe and a machine would accept any ingredients that match the specified list of ingredients. This approach would ...
In the "automatic" approach, you would select a recipe and a machine would accept any ingredients that match the specified list of ingredients. This approach would ...
- Mon Dec 08, 2025 12:39 pm
- Forum: Pending
- Topic: [2.0.72] Player duplicated on reload save
- Replies: 2
- Views: 373
Re: [2.0.72] Player duplicated on reload save
Is there a save file i could take a look at?
- Mon Dec 08, 2025 11:50 am
- Forum: Bug Reports
- Topic: [2.0.72] Factoriopedia lists damage effect on biter eggs
- Replies: 1
- Views: 408
Re: [2.0.72] Factoriopedia lists damage effect on biter eggs
This looks like an issue with trigger effect descriptions logic because it sees big biter being an entity spawned that deals 30 physical damage and wants to show this damage in the tooltip, however this is not a damage applied when spawning a biter.
- Mon Dec 08, 2025 11:37 am
- Forum: Fixed for 2.1
- Topic: [2.0.69] amount_min and amount_max not respected in recipe name
- Replies: 1
- Views: 444
Re: [2.0.69] amount_min and amount_max not respected in recipe name
I will mark this bug report as fixed for 2.1 due to unrelated changes that make this issue not show.
- Mon Dec 08, 2025 11:32 am
- Forum: Fixed for 2.1
- Topic: [2.0.71] duplicate custom_tooltip_fields on equipment prototypes
- Replies: 1
- Views: 378
Re: [2.0.71] duplicate custom_tooltip_fields on equipment prototypes
I can reproduce this issue in 2.0.72 however it looks like it is already fixed for 2.1 due to changes made for 131555. Since this report is different i will just mark this as fixed for 2.1.
- Mon Dec 08, 2025 11:19 am
- Forum: Fixed for 2.1
- Topic: [2.0.66] research Personal Battery MK3 has no desc
- Replies: 1
- Views: 595
Re: [2.0.66] research Personal Battery MK3 has no desc
OK, i added something for 2.1.