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by boskid
Sun Jun 01, 2025 11:12 am
Forum: Releases
Topic: Version 2.0.54
Replies: 4
Views: 5710

Re: Version 2.0.54

Stargateur wrote: Sun Jun 01, 2025 11:11 am Increased ?
viewtopic.php?p=673363#p673363 - Effective bonus got increased, even when visible value was decreased.
by boskid
Sun Jun 01, 2025 9:53 am
Forum: Not a bug
Topic: [2.0.47] Artillery Turret Doesn't Display Range Overlay When In Cursor (As Ghost Or Actual Item)
Replies: 4
Views: 697

Re: [2.0.47] Artillery Turret Doesn't Display Range Overlay When In Cursor (As Ghost Or Actual Item)

Please keep in mind that "Artillery turret" despite having word "turret" in its name, is a completly different entity type than other types of turrets, which means changes to normal turrets are not required to also apply to artillery turrets. Given that artillery turrets have range usually large ...
by boskid
Sun Jun 01, 2025 9:27 am
Forum: Pending
Topic: Shadow bug in underground belt
Replies: 1
Views: 351

Re: Shadow bug in underground belt

Could you provide a log file and a save file where this issue can be seen?

Since i cannot reproduce this issue easily, i need the log file to know what are your graphics settings in case any of them would be relevant for this, and a save file is needed because some of the graphics issues from the ...
by boskid
Sun Jun 01, 2025 9:00 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.54] Vehicle auto-reload
Replies: 3
Views: 2953

Re: [2.0.54] Vehicle auto-reload

Thanks for the report. Issue is now fixed for 2.0.55.

It became broken in 2.0.53 as part of a different fix for item transfers because there was an ambiguity of how many items should be transferred when asked to transfer 0 items, vehicle code was using "0" to request transfer of a full stack but ...
by boskid
Sat May 31, 2025 11:57 am
Forum: Technical Help
Topic: [2.0.47] Factorio keeps crashing (EntityWithHealth::drawFluidVisualizationInternal)
Replies: 15
Views: 1648

Re: [2.0.47] Factorio keeps crashing

Welcome on forums. One of those logs points at a crash when drawing fluid visualisation on a pipe to ground, something that is an super common operation and yet we do not see it crashing to many players which makes me believe the issue is actually with your hardware. Log says you have 13700KF cpu ...
by boskid
Fri May 30, 2025 6:00 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 3792

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

phidias0303 wrote: Fri May 30, 2025 5:50 pm👎🏻
Would you like to explain?
by boskid
Fri May 30, 2025 2:57 pm
Forum: Releases
Topic: Version 2.0.53
Replies: 7
Views: 4324

Re: Version 2.0.53

h.q.droid wrote: Fri May 30, 2025 2:54 pm
Sanqui wrote: Fri May 30, 2025 1:30 pm We have delisted 2.0.53 due to a failing consistency check, stay tuned for a 2.0.54 release.
Oops. I updated to 2.0.53. Will it corrupt my save?
No, the save file will run just fine.
by boskid
Fri May 30, 2025 9:54 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserters can face diagonally
Replies: 14
Views: 3792

Re: [2.0.47] Inserters can face diagonally

Thanks for the report. Issue is now fixed for 2.0.54.
by boskid
Fri May 30, 2025 8:41 am
Forum: Technical Help
Topic: Crash in 2.0.47 during ConsistencyScraper: "Mis‐chunked fish" on nauvis
Replies: 2
Views: 352

Re: Crash in 2.0.47 during ConsistencyScraper: "Mis‐chunked fish" on nauvis

Given that consistency check fails, that means your save file is corrupted. Consistency scraper has nothing to do with it, you can run `/c game.check_consistency()` and it will crash immediately when doing a full consistency check.

As you have 14900k cpu, it may be reasonable to check if you have ...
by boskid
Thu May 29, 2025 8:26 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled
Replies: 1
Views: 1429

Re: [boskid][2.0.52] Copy-paste filters tips and tricks uses quality filter without the quality mod enabled

Thanks for the report. For 2.0.53 i changed filter of that splitter to contain a quality condition for normal items which hides quality part of it.
by boskid
Thu May 29, 2025 8:11 am
Forum: Resolved Problems and Bugs
Topic: [boskid][Genhis][2.0.47] Interrupts using Any Planet Import Zero only consider one logistic group
Replies: 1
Views: 1478

Re: [2.0.47] Interrupts using Any Planet Import Zero only consider one logistic group

Thanks for the report. It turns out not only negative filters were not being accounted for, but also section multipliers were getting ignored so for 2.0.53 the logic was changed to more accurately predict what exact items would be requested at that planet.
by boskid
Thu May 29, 2025 6:55 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.52] Frozen fluid tanks don't show fluid contents
Replies: 1
Views: 1371

Re: [boskid][2.0.52] Frozen fluid tanks don't show fluid contents

Thanks for the report. This issue is now fixed for 2.0.53.

When storage tank was frozen the fluid was actually being drawn, but it was using wrong value of how much a storage tank is filled and so it was drawing as being 0% full. That means it was an unintented behavior and so i classified this as ...
by boskid
Thu May 29, 2025 6:25 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.52] game.take_technology_screenshot's selected_technology argument doesn't do anything
Replies: 1
Views: 1347

Re: [boskid][2.0.52] game.take_technology_screenshot's selected_technology argument doesn't do anything

Thanks for the report. Issue is now fixed for 2.0.53.

It looks that during one of cleanups around parsing data from lua i did a copy-paste mistake and take_technolog_screenshot was incorrectly looking for that value in a parameter "technology" (not "selected_technology"), so as a workaround you can ...
by boskid
Tue May 27, 2025 11:12 am
Forum: Documentation Improvement Requests
Topic: events raised in on_init get skipped by mods already present on the save
Replies: 4
Views: 623

Re: events raised in on_init get skipped by mods already present on the save

on_load:
Note that no other events will be raised for a mod until it has finished this step.
by boskid
Mon May 26, 2025 6:56 am
Forum: Not a bug
Topic: [2.0.52] output full - ingredient shortage
Replies: 4
Views: 586

Re: [2.0.52] output full - ingredient shortage

From the description i am 95% certain this is a Not a bug.

In the center of the behavior you are noticing is the assembling machine logic, which starts crafting whenever it has ingredients. In early stage when playing you may notice that when assembler is placed and you insert a stack of iron ...
by boskid
Sun May 25, 2025 2:27 am
Forum: Not a bug
Topic: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.
Replies: 4
Views: 664

Re: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.

I am not a fan of this behavior but it is an intended feature implemented because of 118455. If you want it changed then you need to provide a better argument than that topic to convince kovarex it should be reverted.

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