viewtopic.php?p=673363#p673363 - Effective bonus got increased, even when visible value was decreased.
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- Sun Jun 01, 2025 11:12 am
- Forum: Releases
- Topic: Version 2.0.54
- Replies: 4
- Views: 5710
Re: Version 2.0.54
- 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 ...
- 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 ...
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 ...
- Sun Jun 01, 2025 9:17 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.54] Lane splitter GUI does not update immediately on setting "splitter_output_priority"
- Replies: 1
- Views: 1740
Re: [boskid][2.0.54] Lane splitter GUI does not update immediately on setting "splitter_output_priority"
Thanks for the report. Issue is now fixed for 2.0.55.
- 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 ...
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 ...
- Sat May 31, 2025 4:31 pm
- Forum: Duplicates
- Topic: [2.0.54] Wagon visualisation disagrees with actual trains.
- Replies: 1
- Views: 287
- 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 ...
- 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
Would you like to explain?
- Fri May 30, 2025 2:57 pm
- Forum: Releases
- Topic: Version 2.0.53
- Replies: 7
- Views: 4324
- Fri May 30, 2025 10:20 am
- Forum: Implemented mod requests
- Topic: Give SolarPanelEquipment the same parameters as solar panels
- Replies: 2
- Views: 414
- 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.
- 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 ...
As you have 14900k cpu, it may be reasonable to check if you have ...
- 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.
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- Tue May 27, 2025 10:11 am
- Forum: Duplicates
- Topic: [2.0.52] Roboport energy buffer never 100% full depending on entity placement order
- Replies: 1
- Views: 288
Re: [2.0.52] Roboport energy buffer never 100% full depending on entity placement order
I am considering this a duplicate of 105074.
- 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 ...
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 ...
- 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.