Search found 4424 matches

by boskid
Sun Mar 29, 2026 6:48 pm
Forum: Not a bug
Topic: [2.0.75] Rolling stock of enemy forces will connect
Replies: 4
Views: 506

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

I will make an executive decision here and claim this is Not a bug.

Rationale for this is that even if enemy forces would be required to not connect, there is a high expectation due to mods that rolling stocks of friendly forces would connect (some mods are abusing friendly forces for approving ...
by boskid
Sun Mar 29, 2026 6:35 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Fluid box energy source makes boiler non flippable
Replies: 1
Views: 297

Re: [2.0.76] Fluid box energy source makes boiler non flippable

Thanks for the report. I will consider this a duplicate of 131736 which is already fixed for 2.1. Reproduction is verified as fixed.
by boskid
Sun Mar 29, 2026 6:31 pm
Forum: Fixed for 2.1
Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
Replies: 4
Views: 417

Re: [2.0.73] Flipping splitter moves items in output to wrong lane

Ok, for 2.1 i made splitter flipping to move items between some lines (swap between outer lines and swap between inner lines) but items stay on the input and output sides across flips which means if item was already on the output side, after flip it will remain on the output even if the output is ...
by boskid
Sun Mar 29, 2026 4:52 pm
Forum: Fixed for 2.1
Topic: [boskid][2.0.69] inserter with fluid power source is not flippable
Replies: 2
Views: 1235

Re: [boskid][2.0.69] inserter with fluid power source is not flippable

Thanks for the report. Issue is now fixed for 2.1.
by boskid
Sun Mar 29, 2026 3:00 pm
Forum: Fixed for 2.1
Topic: [boskid][2.0.23] Identical recipe categories in the games protypes
Replies: 4
Views: 1665

Re: [boskid][2.0.23] Identical recipe categories in the games protypes

Given that recipe categories were cleaned up for 2.1, i am considering this fixed.
by boskid
Sat Mar 21, 2026 6:10 am
Forum: Fixed for 2.1
Topic: [2.0.76] StatelessVisualisation unit animation speed
Replies: 3
Views: 311

Re: [2.0.76] StatelessVisualisation unit animation speed

Issue is now fixed for 2.1: entities with unit number will use seed based on unit number, not based on position.
by boskid
Sat Mar 21, 2026 5:31 am
Forum: Fixed for 2.1
Topic: [2.0.76] StatelessVisualisation unit animation speed
Replies: 3
Views: 311

Re: [2.0.76] StatelessVisualisation unit animation speed

Stateless visualisations are using a hash based on entity's position to randomize appearence of entities at different positions. This however means that stateless visualisations are pretty much useless for moving entities since by changing position they will get different animation seed causing the ...
by boskid
Fri Mar 20, 2026 9:11 pm
Forum: Not a bug
Topic: Unable to move / remove items
Replies: 1
Views: 182

Re: Unable to move / remove items

Given that this game is modded and you have at least 1 mod enabled that i know is capable of pausing entity tick, i will move this to Not a bug.

Specifically i know that `helmod` can pause entity tick. You can press `U` to open one of helmod's gui which unpauses tick.
by boskid
Mon Mar 16, 2026 9:41 am
Forum: Fixed for 2.1
Topic: [2.0.73] Inconsistent parameterise of display panel
Replies: 1
Views: 502

Re: [2.0.73] Inconsistent parameterise of display panel

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

It looks that parametrization was not fully implemented during 119866 as it only covers text inside of a display panel but not when the text is provided by the control behavior attached to a display panel.
by boskid
Sun Mar 15, 2026 4:26 am
Forum: Outdated/Not implemented
Topic: Adding modules to building should not wait for building to be constructed
Replies: 5
Views: 493

Re: Adding modules to building should not wait for building to be constructed

No. This would cause bots to have to wait until building is placed and if there are no items that place building that robot with modules would be stuck or more complexity would be needed with robots task scheduling.
by boskid
Sat Mar 07, 2026 9:37 am
Forum: Not a bug
Topic: Assembling Machines showing multiple fluid inputs on a 1 fluid recipe
Replies: 1
Views: 274

Re: Assembling Machines showing multiple fluid inputs on a 1 fluid recipe

I am not seeing any bugs here, some mods added second fluid and possibly the same mods added second fluid box to assemblers to make those recipes craftable. Given this is modded and there was no save file provided i am going to throw this to Not a bug.

Even in base game there are some machines that ...
by boskid
Wed Mar 04, 2026 11:41 am
Forum: Fixed for 2.1
Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
Replies: 4
Views: 417

Re: [2.0.73] Flipping splitter moves items in output to wrong lane

I am considering this to be minor enough to not need this to be fixed at that moment. There was already some attempts at doing something similar and it was causing problems (https://forums.factorio.com/119271). What you are describing as "expected" suggests that items that were on top-right should ...
by boskid
Mon Mar 02, 2026 6:05 am
Forum: Not a bug
Topic: [2.0.73] Decider combinator with ANYTHING on both sides sends wrong output signal
Replies: 7
Views: 639

Re: [2.0.73] Decider combinator with ANYTHING on both sides sends wrong output signal

Ref https://forums.factorio.com/viewtopic.php?p=628542#p628542
I will have to reconsider if anything signal should be allowed on the output side. Ability of setting anything output was added when there was no selector combinator yet and as such it was only a trick to get one signal out of many. Now ...
by boskid
Sat Feb 28, 2026 11:13 am
Forum: Not a bug
Topic: Thrusters activate in odd pattern [2.0.76]
Replies: 4
Views: 387

Re: Thrusters activate in odd pattern [2.0.76]

I am not seeing any bugs here. Thrusters have pipe connections across diagonals so first thruster gets fuel on top left pipe and oxidizer on bottom left which is correct. Second thruster sees oxidizer on the top left input which is wrong fluid and fuel on the bottom left input which is also wrong ...
by boskid
Thu Feb 26, 2026 10:25 am
Forum: Not a bug
Topic: [2.0.76] "ignore surface conditions" checkbox missing
Replies: 2
Views: 232

Re: [2.0.76] "ignore surface conditions" checkbox missing

This checkbox only shows up when you have mods enabled that are using a "space travel" feature flag. Not a bug.
by boskid
Wed Feb 25, 2026 10:58 pm
Forum: Gameplay Help
Topic: Items disappear when deconstructing assembler on space platform
Replies: 2
Views: 378

Re: Items disappear when deconstructing assembler on space platform

There are some items that are considered a "low value" and are better voided rather than moved to hub because they could easily cause hub overflow. Default list of items that are moved to hub are: modules, items that build entities, items that build tiles and non-intermediate items if they cannot be ...

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