[boskid][2.0.55] Power switches do not update when circuit condition source is removed in editor or destroyed by enemy

Bugs which we just recently fixed in our development version and will reach you in the next release.
NexGenration
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[boskid][2.0.55] Power switches do not update when circuit condition source is removed in editor or destroyed by enemy

Post by NexGenration »

As the title says, if the source of a signal controlling the behavior of a power switch is either removed in editor mode or destroyed by a biter/pentapod/demolisher/etc, then the power switch does not update its on/off state.

What did you do?
- removed the source of a circuit condition attached to a power switch, such as ANY combinator, chest with items, etc

What happened?
- power switch stayed on/off even though it is now receiving a signal that would normally switch its state

What did you expect to happen instead? It might be obvious to you, but do it anyway!
- the power switch should have turned on/off

Does it happen always, once, or sometimes?
- always if:
  • the player is in editor mode
    OR
  • the circuit condition entity was destroyed by an enemy force, such as a biter
  • (player running it over with a car/tank DOES make the switch update properly)
final note: arithmatic/decider/selector combinators DO update properly, as do any other entities i tested such as machines, lamps, etc, so it seems to be an issue purely with power switches and this issue could be side-stepped by simply using a combinator that repeats the same signal given to it as a middle-man, but still an issue none-the-less

also i made a video of the issue. enjoy:)
https://youtu.be/j6NUeANzcqc
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factorio-current.log
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Space Age Testing.zip
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boskid
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Re: [boskid][2.0.55] Power switches do not update when circuit condition source is removed in editor or destroyed by ene

Post by boskid »

Thanks for the report. Issue is now fixed for 2.0.56.
NexGenration
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Re: [boskid][2.0.55] Power switches do not update when circuit condition source is removed in editor or destroyed by ene

Post by NexGenration »

boskid wrote: Mon Jun 16, 2025 12:52 pm Thanks for the report. Issue is now fixed for 2.0.56.
Awesome, glad i could help :)
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