Search found 4290 matches

by boskid
Sat Nov 22, 2025 10:04 am
Forum: Modding help
Topic: [solved] The productivity effect is not working.
Replies: 3
Views: 212

Re: The productivity effect is not working.

https://lua-api.factorio.com/latest/typ ... oductivity

Since you set 'ignored_by_stats' to be 1000 and it propagates to ignored_by_productivity due to a default value, all product is treated as catalyst and as such productivity applies to 0 items
by boskid
Fri Nov 21, 2025 10:12 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.72] Set stack size not updated on signal change
Replies: 1
Views: 159

Re: [boskid][2.0.72] Set stack size not updated on signal change

Thanks for the report. Issue is now fixed for the next release.
by boskid
Thu Nov 20, 2025 12:43 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.72] Barrels not inserted into assembler after empty barrel recipe is set via circuit
Replies: 2
Views: 267

Re: [boskid][2.0.72] Barrels not inserted into assembler after empty barrel recipe is set via circuit

Thanks for the report. Issue is now fixed for the next release.

This is quite serious problem because it may cause a desync in MP. Core of the problem is that assembler reports as being full when it has a fluid product overload but fluid product overload is checked in a way that introduces a 1 tick ...
by boskid
Thu Nov 20, 2025 12:04 am
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 560

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

Well, the problem here is basically a build order: when blueprint is placed, entities are not placed all at once but they are placed one at a time, and in some orderings the outer undergrounds will pair up and adjust their direction and in other orderings they wont connect due to other entity in ...
by boskid
Wed Nov 19, 2025 8:39 pm
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 560

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

So the problem here is that this upper underground gets flipped? That sounds like duplicate of 56695
11-19-2025, 21-37-12.png
11-19-2025, 21-37-12.png (134.77 KiB) Viewed 334 times
by boskid
Wed Nov 19, 2025 12:16 pm
Forum: 1 / 0 magic
Topic: [2.0.72] Freeze for unknown reason
Replies: 5
Views: 361

Re: [2.0.72] Freeze for unknown reason

Looking at the stack, it looks like the freeze is inside of a SteamContext. Because of that i do not see anything here that needs to be fixed on factorio side.
11-19-2025, 13-15-51.png
11-19-2025, 13-15-51.png (22.98 KiB) Viewed 193 times
by boskid
Wed Nov 19, 2025 11:53 am
Forum: Resolved for the next release
Topic: [2.0.69] Pipe to ground with 2 aboveground connections is not flippable in certain orientations
Replies: 3
Views: 321

Re: [2.0.69] Pipe to ground with 2 aboveground connections is not flippable in certain orientations

Thanks for the report. Issue is now fixed for the next release. Flipping logic was incorrectly computing flip transformations due to missing check of pipe connection categories making it consider related pipe connections as equal.
by boskid
Tue Nov 18, 2025 9:15 pm
Forum: Modding help
Topic: I would like to migrate (rename) a surface name.
Replies: 4
Views: 154

Re: I would like to migrate (rename) a surface name.

"surface" json migration is related to instances of SurfacePrototype and its ID's.

There are also surfaces (on which you build entities) that have their own name. That one you can chance through write to LuaSurface::name in the control stage.

Names are quite confusing here but those are 2 ...
by boskid
Tue Nov 18, 2025 7:33 pm
Forum: Resolved for the next release
Topic: [2.0.69] Pipe to ground with 2 aboveground connections is not flippable in certain orientations
Replies: 3
Views: 321

Re: [2.0.69] Pipe to ground with 2 aboveground connections is not flippable in certain orientations

I suspect the issue is caused by the flipping logic comparing connections using only direction(transformed) + offset(transformed) + connection_type + flow_direction + max_underground_distance, but ignoring other parameters like connection_categories or underground_collision_mask, and as such it ...
by boskid
Tue Nov 18, 2025 7:25 pm
Forum: Won't implement
Topic: Hide circuit connections that do not originate from the player
Replies: 2
Views: 164

Re: [2.0.72] Hide circuit connections that do not originate from the player

I completly disagree with this request.

Maybe the connector does not draw when having only script wires, but the control behavior is active and can disable the entity. Not showing circuit connection gui when it could contain settings that make entity disabled or work differently, it is important to ...
by boskid
Tue Nov 18, 2025 3:26 pm
Forum: Ideas and Suggestions
Topic: Improve chests replacement logic during force printing
Replies: 4
Views: 282

Re: Improve chests replacement logic during force printing

Well, lets analyze this problem more thoroughly so you can see the problem as i see it:

When a super force blueprint building is used, it is expected that after all intermediate state is resolved (entities to be removed being removed, entities to be upgraded being upgraded, ghosts being built etc ...
by boskid
Tue Nov 18, 2025 2:32 pm
Forum: Ideas and Suggestions
Topic: Improve chests replacement logic during force printing
Replies: 4
Views: 282

Re: Improve chests replacement logic during force printing

Rationale for linked topics is that a regular chest does not have logistic filters where it could store settings of the target entity, and so if a simple "upgrade" request was set to upgrade regular chest into a storage chest, then a storage chest would have no settings in it. That would mean if you ...
by boskid
Tue Nov 18, 2025 10:58 am
Forum: Not a bug
Topic: [2.0.72] Rocket Silo max inventory index 11 vs 12
Replies: 1
Views: 185

Re: [2.0.72] Rocket Silo max inventory index 11 vs 12

Given that rocket silo does not use inventory index 12, for the next release i made it only report max inventory index of 11. There will be no changelog record for this because i am not considering this to be a bug: max inventory index only represents an upper bound of inventory index that can be ...
by boskid
Sun Nov 16, 2025 2:12 pm
Forum: Modding help
Topic: Asteroids cannot be given healing property?
Replies: 1
Views: 148

Re: Asteroids cannot be given healing property?

Currently that is a limitation that only some entities (mainly ones that need update) support auto heal: units, spider units, turrets, enemy spawners and characters. Trees are an exception since they can regenerate without being updatable.

Looks like asteroids are updatable but they were not made ...
by boskid
Sun Nov 16, 2025 11:14 am
Forum: Technical Help
Topic: Corrupt map: unknown quality prototype ID 140.
Replies: 5
Views: 533

Re: Corrupt map: unknown quality prototype ID 140.

This definitely looks like some sort of CPU hicckup, item production statistics for "player" force had statistics for invalid item. One of the options was to completly cut the item production statistics data out of the save file, but for now i decided to only change this one record to represent ...
by boskid
Thu Nov 13, 2025 9:51 am
Forum: Already exists
Topic: Support flipped graphics for fluid_boxes pipe_pictures
Replies: 3
Views: 319

Re: Support flipped graphics for fluid_boxes pipe_pictures

How is this different than resolution of 117390 ?
by boskid
Mon Nov 10, 2025 11:02 am
Forum: Resolved for the next release
Topic: [2.0.72] Crash when count is 0 on "give-item" effect
Replies: 1
Views: 340

Re: [2.0.72] Crash when count is 0 on "give-item" effect

In the next release, "give-item" modifier will throw an error given count of 0.
by boskid
Mon Nov 10, 2025 7:42 am
Forum: 1 / 0 magic
Topic: [2.0.72] Unknown cause of Crash (TransportLine::checkConsistency)
Replies: 4
Views: 336

Re: Unknown cause of Crash

Do you have a save file i could load and it would crash after some amount of time? Without it there is not much to be done since i am first time seeing crash in that specific place (transport line consistency and connector range start) which makes me believe this may be a hardware issue (possibly ...
by boskid
Mon Nov 10, 2025 7:02 am
Forum: Not a bug
Topic: [2.0.72] Passive provider to requester does deconstruct isntead of upgrade plan when force printing
Replies: 2
Views: 326

Re: [2.0.72] Passive provider to requester does deconstruct isntead of upgrade plan when force printing

I am not considering this to be a bug. Since requester has non trivial settings (item requests), if the passive provider was only ordered to be upgraded then it would not be able to store requests because passive provider has no requests leading to a behavior that would require restamping blueprint ...

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