Search found 4361 matches

by boskid
Wed Jan 14, 2026 12:37 pm
Forum: Modding help
Topic: Invalid QualityID Error When Calling `get_max_wire_distance()` in Factorio 2.0
Replies: 2
Views: 115

Re: Invalid QualityID Error When Calling `get_max_wire_distance()` in Factorio 2.0

Lua says that if you call `prototype:get_max_wire_distance("normal")` (using ":") then it passes `prototype` as first parameter and "normal" becomes second parameter. Please use correct call (using "."):

prototype.get_max_wire_distance("normal")

In that case you can also not provide quality ...
by boskid
Tue Jan 13, 2026 8:51 am
Forum: Not a bug
Topic: [2.0.72] Artillery not firing in part of automatic range
Replies: 2
Views: 209

Re: [2.0.72] Artillery not firing in part of automatic range

Not a bug. You have artillery turret at {189, -836} which has "auto targeting" checkbox turned off.
by boskid
Sat Jan 10, 2026 9:27 pm
Forum: Won't implement
Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
Replies: 6
Views: 387

Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype


percent_spoiled - item below X spoilage not accepted.


If an item is inserted into ingredient inventory and then time progresses, based on that rule it would become not acceptable while being in the ingredient inventory. That would require some piece of logic to detect incorrect ingredient and ...
by boskid
Sat Jan 10, 2026 7:26 pm
Forum: Won't implement
Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
Replies: 6
Views: 387

Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype

Sorry but this is not going to happen due to ill-formed interface request, there are not even any example use cases provided that would allow refining this request.

What would "probabiliy" mean? If a probability roll would fail, would that mean the ingredient is not consumed? That would require ...
by boskid
Fri Jan 09, 2026 9:19 am
Forum: Not a bug
Topic: Aquilo Exclusive recipes list incomplete
Replies: 2
Views: 166

Re: Aquilo Exclusive recipes list incomplete

Since this item can also be crafted on space platforms, it is not exclusive to aquilo. Not a bug.
by boskid
Fri Jan 09, 2026 6:24 am
Forum: Duplicates
Topic: Spidertron loses equipment when placed by bot from cargo landing pad.
Replies: 2
Views: 167

Re: Spidertron loses equipment when placed by bot from cargo landing pad.

Welcome on forums. This is a duplicate of https://forums.factorio.com/118257.

To be more precise why this is not a bug, by pipetting an item and placing ghost you are asking for a plain spidertron to be placed so all equipment of selected item gets removed after placement and moved to storage ...
by boskid
Thu Jan 08, 2026 10:51 am
Forum: Not a bug
Topic: [2.0.72] Burner inserter won't fuel with spoilage
Replies: 9
Views: 652

Re: [2.0.72] Burner inserter won't fuel with spoilage


Then the resulting spoilage ought to remain in the fuel slot and be used as fuel, rather than being removed from the fuel slot, no?


`pentapod-egg` spoils to trigger (spawns wriggler pentapods), not to an item. Because of that if it spoils while in the fuel inventory, it will leave fuel slot ...
by boskid
Wed Jan 07, 2026 9:00 pm
Forum: Not a bug
Topic: Pistol recyles into removed recipe's resources
Replies: 2
Views: 275

Re: Pistol recyles into removed recipe's resources

I am not considering this to be a bug for 2 reasons: quality upcycling does not matter here since you cannot automate production of base items, and recycling to base ingredients does not make iron or copper unbalanced (does not introduce overpowered recipe that would make other means of obtaining ...
by boskid
Wed Jan 07, 2026 7:32 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Fusion Reactor Neighboorhood bonus not displaying correctly above 100%
Replies: 1
Views: 260

Re: [2.0.72] Fusion Reactor Neighboorhood bonus not displaying correctly above 100%

Thanks for the report. It looks like the fusion reactor failed to account for neighbour bonus value inside of a tooltip for a built entity. Issue should be now fixed for 2.1.
by boskid
Sun Jan 04, 2026 10:56 am
Forum: Duplicates
Topic: [2.0.72] Crash force placing blueprint
Replies: 1
Views: 152

Re: [2.0.72] Crash force placing blueprint

Managed to reproduce it. 2.0.72
C:\factorio_2_0\src\Entity\Entity.cpp(327): Entity::forceDestroy
C:\factorio_2_0\src\Entity\Entity.cpp(314): Entity::destroy
C:\factorio_2_0\src\GameStateAdapter.cpp(145): GameStateAdapter::destroy
C:\factorio_2_0\src\Blueprint\BlueprintBuilder.cpp(494 ...
by boskid
Sat Jan 03, 2026 9:46 am
Forum: Fixed for 2.1
Topic: [2.0.72] LuaTrain.killed_players doesn't appear to work.
Replies: 1
Views: 253

Re: [2.0.72] LuaTrain.killed_players doesn't appear to work.

Thanks for the report. Issue is now fixed for 2.1.
by boskid
Sat Jan 03, 2026 5:10 am
Forum: Modding interface requests
Topic: Make LuaTrain.kill_count and LuaTrain.killed_players writable
Replies: 3
Views: 350

Re: Make LuaTrain.kill_count and LuaTrain.killed_players writable

This interface request as stated right now is a "wont implement" due to implementation details since kill_count and killed_players is not a real thing on a train, it is an aggregate: those values are stored on each rolling stock individually and what LuaTrain provides is sum of those values of all ...
by boskid
Fri Jan 02, 2026 8:06 pm
Forum: 1 / 0 magic
Topic: [2.0.72] Crash approaching Gleba enemies "double value not in range for fixed point number: nan"
Replies: 5
Views: 407

Re: [2.0.72] Crashing when approaching Gleba enemies

Provided reproduction steps do not work for me regardless of using 2.0.72 steam space-age or using 2.0.72 standalone space-age. Given the log file says you have 14700K cpu that is known to be affected by 13th/14th gen raptor lake issues, did you update your bios within the latest 12 months?
by boskid
Thu Jan 01, 2026 7:44 pm
Forum: Modding discussion
Topic: Error in speaker get_circuit_network? [solved]
Replies: 2
Views: 139

Re: Error in speaker get_circuit_network?

Please note that get_circuit_network does not accept defines.wire_type. It takes defines.wire_connector_id.

defines.wire_type.red == 2, defines.wire_type.green == 3.
defines.wire_connector_id.circuit_red == 1, defines.wire_connector_id.circuit_green == 2.

By providing wire_type.red, you get ...
by boskid
Tue Dec 30, 2025 9:29 am
Forum: Already exists
Topic: Support mirroring in create_entity
Replies: 3
Views: 343

Re: Support mirroring in create_entity

Looks like there exists "mirror" parameter that is undocumented and works as requested.
by boskid
Mon Dec 29, 2025 10:58 pm
Forum: Fixed for 2.1
Topic: half used science pack will always be recycled into 100% remains
Replies: 6
Views: 1531

Re: half used science pack will always be recycled into 100% remains

call it whatever you want, i say its fixed for 2.1.
by boskid
Mon Dec 29, 2025 10:54 pm
Forum: Technical Help
Topic: Unable to load save: Corrupt map: unknown quality prototype ID 9
Replies: 3
Views: 286

Re: Unable to load save: Corrupt map: unknown quality prototype ID 9

That looks like a bitflip, one of items on a transport line (i was not checking which one) was corrupted as it had quality "9" saved. Happy new year.
by boskid
Sun Dec 28, 2025 10:03 am
Forum: Duplicates
Topic: item lighting in shadow on vulcanus
Replies: 1
Views: 128

Re: item lighting in shadow on vulcanus

Duplicate 130726
by boskid
Sat Dec 27, 2025 1:35 pm
Forum: 1 / 0 magic
Topic: [2.0.72] Game crashed on exit
Replies: 1
Views: 178

Re: [2.0.72] Game crashed on exit

Given that the crash happened inside of a steamclient64.dll, there is nothing to be done on factorio side. Moving this to 1/0 magic.
by boskid
Thu Dec 25, 2025 11:46 am
Forum: Outdated/Not implemented
Topic: New "total ingredients" mode for selector combinator
Replies: 6
Views: 2507

Re: New "total ingredients" mode for selector combinator

No. This would create a lot of problems around items that can be produced by more than one recipe, which is extra fragile when one recipe can be crafted by one machine while other recipe can be crafted by other machine. This suggestion is under-specified and as such is not going to happen. It is ...

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