Search found 4388 matches

by boskid
Sun Feb 15, 2026 7:41 am
Forum: Not a bug
Topic: [2.0.48] Signal cannot be placed. Once placed with a workaround, the position is now deemed valid
Replies: 1
Views: 110

Re: [2.0.48] Signal cannot be placed. Once placed with a workaround, the position is now deemed valid

That.. is not a bug.

At first i was going to link to https://forums.factorio.com/128880 because i was thinking it will be a duplicate, but actually the game is correct: at positions [gps=164.5,408.5,aquilo] and [gps=165.5,398.5,aquilo] there are 2 signals, both on the west side of the rail and as ...
by boskid
Sat Feb 14, 2026 6:11 pm
Forum: Not a bug
Topic: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
Replies: 5
Views: 287

Re: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time

`require` doing a repeated include is now fixed for 2.1. In case of your mod there is no need to require("__base__.prototypes.item") (all prototypes from base mod should be already inside of data.raw) so by removing that line your mod should be also fixed.
by boskid
Sat Feb 14, 2026 5:12 pm
Forum: Not a bug
Topic: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
Replies: 5
Views: 287

Re: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time

Given this part of the log:

...
1.784 Loading mod base 2.0.75 (data.lua)
1.958 Loading mod elevated-rails 2.0.73 (data.lua)
...
2.403 Loading mod cubedlowdensitystructure 0.0.1 (data-updates.lua)
2.433 Loading mod cubedlowdensitystructure 0.0.1 (data-final-fixes.lua)

and this content of ...
by boskid
Sat Feb 14, 2026 8:41 am
Forum: Not a bug
Topic: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time
Replies: 5
Views: 287

Re: [2.0.75] Rail Planner Not Starting On Elevated Rails Most of the Time

Could you attach the "cubedlowdensitystructure" mod from the faulty instance? It is not present on mod portal and i suspect it may be messing with the rail item while not messing with the ramp item. Rail planner to work needs to be told what entities can be placed and this is decided by the held ...
by boskid
Sat Feb 14, 2026 12:15 am
Forum: Duplicates
Topic: [2.0.75] Achievement "So long and thanks for all the fish" is broken
Replies: 6
Views: 316

Re: [2.0.75] Achievement "So long and thanks for all the fish" is broken

https://forums.factorio.com/132739 is about gui button press sending wrong input action: instead of requesting rocket silo to send contents "to orbit" it requests launch "for item launch products". This is why the achievement is not given because the fishes are not correctly requested to be sent to ...
by boskid
Sat Feb 14, 2026 12:08 am
Forum: 1 / 0 magic
Topic: [2.0.73][linux] Crash while saving (StringWriteStream.hpp::write)
Replies: 4
Views: 144

Re: [2.0.73][linux] Crash while saving (StringWriteStream.hpp::write)

If there is no reproduction provided then i am going to throw this into 1/0 magic. Place where it crashes makes no sense (saving a boolean into a stream) except of one scenario that is plausible here and it would be Accumulator::save seeing a corrupted pointer to a control behavior and attempting to ...
by boskid
Fri Feb 13, 2026 11:45 pm
Forum: Duplicates
Topic: [2.0.75] Achievement "So long and thanks for all the fish" is broken
Replies: 6
Views: 316

Re: [2.0.75] Achievement "So long and thanks for all the fish" is broken

Ah i see, i was actually testing a 2.0.76 which contains a fix for 132739 and thats why i was unable to reproduce this issue. Well, that means it is a duplicate of a report that is fixed for 2.0.76, right?
by boskid
Fri Feb 13, 2026 10:57 pm
Forum: Duplicates
Topic: [2.0.75] Achievement "So long and thanks for all the fish" is broken
Replies: 6
Views: 316

Re: [2.0.75] Achievement "So long and thanks for all the fish" is broken

Tested this in 2.0.75 and i cannot reproduce, neither on vanilla nor SA save file: in both cases when launching a fish the achievement is given.
by boskid
Fri Feb 13, 2026 8:10 am
Forum: Bug Reports
Topic: [2.0.75] Rolling stock of enemy forces will connect
Replies: 3
Views: 176

Re: [2.0.75] Rolling stock of enemy forces will connect

You cannot simply describe a behavior and claim it is a bug.

For a moment lets assume as if it was a bug.
1/ Would that mean all entities should not be connecting on force mismatch? That would mean transport belts not connecting when 2 adjacent belts are of different force. What makes rolling ...
by boskid
Thu Feb 12, 2026 1:19 pm
Forum: Won't implement
Topic: [2.1] Shorthandless Technologies
Replies: 1
Views: 183

Re: [2.1] Shorthandless Technologies

No.
by boskid
Tue Feb 10, 2026 2:54 pm
Forum: Not a bug
Topic: [2.0.73] Inserter gives itself a signal
Replies: 5
Views: 279

Re: [2.0.73] Inserter gives itself a signal

In general circuit connection will see all incoming signals from a circuit network even if they are being sent by the entity itself. So far the only exceptions are asteroid collector with set filters and assemblers with set recipe, but they were intentionally made to subtract their own output ...
by boskid
Tue Feb 10, 2026 2:34 pm
Forum: Not a bug
Topic: [2.0.73] Inserter gives itself a signal
Replies: 5
Views: 279

Re: [2.0.73] Inserter gives itself a signal

Ok and where is the bug?
by boskid
Sat Feb 07, 2026 6:51 pm
Forum: Fixed for 2.1
Topic: [2.0.73] Reading elem_tooltip for virtual signal returns invalid table
Replies: 1
Views: 185

Re: [2.0.73] Reading elem_tooltip for virtual signal returns invalid table

Thanks for the report. Issue is now fixed for 2.1.

As a workaround when reading ElemID if you get type="virtual-signal" (incorrect value), replace it with type="signal" (correct value).
by boskid
Thu Feb 05, 2026 5:52 pm
Forum: Not a bug
Topic: [2.0.69] Circuit Controlled Splitter with Input Priority Disregards Priority for First Tick
Replies: 1
Views: 384

Re: [2.0.69] Circuit Controlled Splitter with Input Priority Disregards Priority for First Tick

Given there is no clear save file provided showing the issue i am going to claim that this is Not a bug due to inherent delay it takes for a circuit network to process signals and take effects.
by boskid
Wed Feb 04, 2026 11:43 am
Forum: Bug Reports
Topic: [2.0.73][MOD API] Missing on_player_super_forced_selected_area event
Replies: 2
Views: 405

Re: [2.0.73][MOD API] Missing on_player_super_forced_selected_area event

Hm... it looks like the "super_forced_select" was added only for the purpose of deconstruction planners and as such it only causes game state effects when part of deconstruction item. In that case it would raise on_player_deconstructed_area event without any extra flags to know if it was due to ...
by boskid
Tue Feb 03, 2026 9:08 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.73] Crash loading save (Entity::getMaxWireDistance)
Replies: 1
Views: 453

Re: [2.0.73] Crash loading save (Entity::getMaxWireDistance)

Thanks for the report and for the save file. Issue is now fixed for the next release. This issue is caused by removal of electric poles and assemblers on load where electric poles attempt to rewire circuit wires and by doing so they touch assemblers in a partially removed state triggering the crash.
by boskid
Fri Jan 30, 2026 7:41 pm
Forum: 1 / 0 magic
Topic: [2.0.73] Crashed loading .72 save (Entity::checkConsistency)
Replies: 1
Views: 215

Re: [2.0.73] Crashed loading .72 save (Entity::checkConsistency)

Thanks for the report however the most reasonable explanation of the crash you are getting is that the save file is corrupted. Unless you know how to corrupt a freshly created save file i am going to say there is nothing to be done in the game and this is a 1/0 magic. Please make sure that your ...

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