Search found 4336 matches

by boskid
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 ...
by boskid
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.
by boskid
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 ...
by boskid
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 ...
by boskid
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.
by boskid
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.
by boskid
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
by boskid
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.
by boskid
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 ...
by boskid
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.
by boskid
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 ...
by boskid
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?
by boskid
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.
by boskid
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 ...
by boskid
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 ...
by boskid
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?
by boskid
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.
by boskid
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.
by boskid
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.
by boskid
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.

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