Search found 215 matches

by BattleFluffy
Fri Oct 03, 2025 7:36 pm
Forum: Duplicates
Topic: [2.0.69] Pattern of boxes blocks spawn area
Replies: 3
Views: 274

Re: [2.0.69] Pattern of boxes blocks spawn area

That thread is locked now. Is that the end of the discussion then? Answer is no?
by BattleFluffy
Fri Oct 03, 2025 8:59 am
Forum: Not a bug
Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
Replies: 9
Views: 6053

Re: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters

This exploit makes the map I host trivially easy at the start, since the players are able to keep their evolution much lower than intended by simply disabling the nests with this box/pipe hack. :<
by BattleFluffy
Fri Oct 03, 2025 8:50 am
Forum: Duplicates
Topic: [2.0.69] Pattern of boxes blocks spawn area
Replies: 3
Views: 274

[2.0.69] Pattern of boxes blocks spawn area

box hax.png

Sneaky players in my multiplayer server figured out they can surround a nest with inexpensive wood chests, and this will stop any bugs from spawning at the nest.
This is exploitative because it disables the nest without incurring an evolution penalty from destroying it.

The behavior ...
by BattleFluffy
Fri May 30, 2025 1:45 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 5101

Re: [boskid][2.0.47] Inserters can face diagonally

Thanks! Amazing response time. You guys are the greatest :>
by BattleFluffy
Fri May 30, 2025 9:29 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 5101

Re: [2.0.47] Inserters can face diagonally

The above behavior IS produced in Vanilla. No mods involved.

If that was the dev's perspective then the real bug would be that the Rotate (R) key does not rotate to the intermediate directions.

Somehow I don't think that's what they intended though.
by BattleFluffy
Thu May 29, 2025 11:58 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 5101

[boskid][2.0.47] Inserters can face diagonally

Blueprint string:
0eNpljt0KgzAMRt8l151YZ4v2VYYMf8IIaJS2jknpu6/Vi13s7ks430kCDPOOmyX2YALQuLID8wjg6MX9nHfcLwgGiB1ajxaiSHnCDxgZOwHInjzh1TqH48n7MiTSSPHXFrCtLhVWzu4kuVWNbgol4Mj5Xqjkn8jieDE63yCPS5L8XhXwRutOQOmqrdtWaVVKVdYxfgGT80SY


This blueprint can be force-built over an existing inserter to make the ...
by BattleFluffy
Fri Jan 24, 2025 4:43 am
Forum: Resolved Problems and Bugs
Topic: [2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
Replies: 2
Views: 658

Re: [2.0.32] Crash while hosting multiplayer

Some further context. I saw this in the log file:

11917.736 Popped blueprint record (player-index: 73, ID: 71)
Factorio crashed. Generating symbolized stacktrace, please wait ...

I was able to look up the name of player-index 73 and talk to them. They have told me they were copying and pasting a ...
by BattleFluffy
Fri Jan 24, 2025 4:20 am
Forum: Resolved Problems and Bugs
Topic: [2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)
Replies: 2
Views: 658

[2.0.32] Crash hosting multiplayer (RailConnectionDirection check fails)

I returned from a long afk to find the game crashed.
It's unclear what caused the crash and I have no info about how to reproduce it. However, the log seems to have a nice stack trace about what went wrong.
Something to do with rails, I think?

Unfortunately I have no clue how to reproduce this ...
by BattleFluffy
Tue Dec 24, 2024 11:04 am
Forum: Duplicates
Topic: [2.0.28] Vehicles on the Enemy force are remotely driveable by the player
Replies: 1
Views: 360

[2.0.28] Vehicles on the Enemy force are remotely driveable by the player

Players can remotely drive vehicles on the "enemy" force by hovering the vehicle in map view, and pressing enter.

I attach a scenario that is suitable for exploring this problem. It's a tiny test world with various vehicles on the "enemy" force.
bug 1.png

To reproduce the bug:

1) Start a new ...
by BattleFluffy
Thu Dec 19, 2024 5:31 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
Replies: 2
Views: 1544

Re: [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines

Here's a save where the problem is visible. To reproduce the bug: load the save, go to the map, and turn on the "Show Pipelines" overlay.
by BattleFluffy
Thu Dec 19, 2024 4:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines
Replies: 2
Views: 1544

[Rseding91] [2.0.23] Map "pipeline overlay" reveals enemy force's pipelines

bug of war.png

In my scenario, the players face an enemy force who has various structures etc.
However a sneaky player has just discovered that they can reveal whats up ahead in the fog of war by enabling the "Show Pipelines" map overlay.

Surely this isn't right. I expected that "Show Pipelines ...
by BattleFluffy
Tue Dec 10, 2024 7:00 pm
Forum: Minor issues
Topic: [2.0.23] Blueprint with roboport pixels don't align
Replies: 6
Views: 1198

Re: [2.0.23] Blueprint with roboport pixels don't align

No problem, fully agree it's minor issue. Thanks for the reply :>
by BattleFluffy
Tue Dec 10, 2024 5:00 pm
Forum: Minor issues
Topic: [2.0.23] Blueprint with roboport pixels don't align
Replies: 6
Views: 1198

Re: [2.0.23] Blueprint with roboport pixels don't align


I don't think this is a bug, as when you zoom in to normal view, you can usually see the ghost as well as the real entity underneath it. I suspect this is done by offsetting the position of the ghost slightly, which is what you see on the map.


Offsetting the position slightly so the entities ...
by BattleFluffy
Tue Dec 10, 2024 3:36 pm
Forum: Minor issues
Topic: [2.0.23] Blueprint with roboport pixels don't align
Replies: 6
Views: 1198

Re: [2.0.23] Blueprint with roboport pixels don't align

Actually I think it may affect all things? The pixels on poles and lamps look misaligned and inconsistent too, although its harder to see those.
by BattleFluffy
Tue Dec 10, 2024 3:26 pm
Forum: Minor issues
Topic: [2.0.23] Blueprint with roboport pixels don't align
Replies: 6
Views: 1198

[2.0.23] Blueprint with roboport pixels don't align

I was placing a roboport grid, and noticed that the preview of the roboports does not perfectly line up with the pixels of the existing roboports.

Here's an image to show what I mean:

hover bug.png

I expected that when I hover the existing roboport grid with my blueprint, there will be no ...
by BattleFluffy
Wed Nov 13, 2024 6:08 pm
Forum: Assigned
Topic: [raiguard][2.0.15] Space Map does not respect "drag map" keybinding
Replies: 0
Views: 328

[raiguard][2.0.15] Space Map does not respect "drag map" keybinding

I bound the "drag map" button as the side mouse button.
This works everywhere except the Space Map, where I still have to use left mouse button to drag the map around.

I expected the Space Map would respect the same drag map keybind as everywhere else.

Minor bug, easily reproduced tho :>
by BattleFluffy
Fri Nov 08, 2024 2:08 pm
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 80
Views: 29836

Re: Friday Facts #436 - Lost in Translation

I almost hate to say this, because I've got really used to the name.... but....
In English, we would generally say "Iron Rod", and not "Iron Stick".
by BattleFluffy
Fri Nov 08, 2024 1:35 pm
Forum: News
Topic: Friday Facts #435 - Space Age Soundtrack release
Replies: 26
Views: 14425

Re: Friday Facts #435 - Space Age Soundtrack release

It's been a running joke between my friend and I, how fast the bugs are getting fixed. The huge list of fixes every patch, and the almost daily deployment of new patches... It's breathtakingly efficient.
I've encountered just 1 crash and no other bugs during my playtime so far. I've been averaging ...
by BattleFluffy
Thu Oct 31, 2024 5:55 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
Replies: 2
Views: 1880

Re: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts

woohoo, thanks ! :D You guys are the best!! So efficient :>
by BattleFluffy
Sun Oct 27, 2024 10:09 pm
Forum: Technical Help
Topic: Update ruined years long map?
Replies: 5
Views: 1188

Re: Update ruined years long map?

Hello, I know what causes this from my experience with making scenarios. The latest update has changed the global storage table's name. It used to be called "global". It's now called "storage".

To fix the problem, you'll need to navigate to the folder where your savegame is stored. Open the ...

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