Possibly, but it displays correctly when looking at an actual quality item as opposed to the recipe or ghost slot, so I assume it's just recycling the same tooltip code or whatever but the recipe isn't respecting quality properly -
I see where you're coming from on removing it, but I assume it's ...
Search found 8 matches
- Sat Nov 30, 2024 7:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
- Replies: 6
- Views: 690
- Wed Nov 27, 2024 12:32 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
- Replies: 6
- Views: 690
[2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
Hello,
See screenshots for demo:
bugged quality repair pack durability.png
You can see the durability line in the tooltip upon hovering the mouse cursor over the repair pack icon/title, it is showing " 600/300 ", which is obviously nonsense. 600 is the Uncommon quality variant's (max) durability ...
See screenshots for demo:
bugged quality repair pack durability.png
You can see the durability line in the tooltip upon hovering the mouse cursor over the repair pack icon/title, it is showing " 600/300 ", which is obviously nonsense. 600 is the Uncommon quality variant's (max) durability ...
- Mon Nov 25, 2024 4:06 pm
- Forum: Minor issues
- Topic: [2.0.20] "Can filter items." in inserter tooltips is unnecessary
- Replies: 8
- Views: 961
Re: [2.0.20] "Can filter items." in inserter tooltips is unnecessary
I was going to bring modding up in my post but decided not to for some reason. I agree, exceptions should be on the mod to declare rather than the base game, I think.
Tooltip modifiability within the modding API is definitely for a suggestions thread well beyond my knowledge, wasn't I exactly sure ...
Tooltip modifiability within the modding API is definitely for a suggestions thread well beyond my knowledge, wasn't I exactly sure ...
- Mon Nov 25, 2024 12:33 am
- Forum: Minor issues
- Topic: [2.0.20] "Can filter items." in inserter tooltips is unnecessary
- Replies: 8
- Views: 961
[2.0.20] "Can filter items." in inserter tooltips is unnecessary
Extremely minor thing.
Given all inserters now have identical filtering options, it seems pointless to me to have all inserters display the tooltip line that reads "Can filter items." when it is not a distinctive piece of information (anymore) and no other items with filtering capability hold this ...
Given all inserters now have identical filtering options, it seems pointless to me to have all inserters display the tooltip line that reads "Can filter items." when it is not a distinctive piece of information (anymore) and no other items with filtering capability hold this ...
- Thu Oct 24, 2024 7:09 pm
- Forum: This Forum
- Topic: Forum name change
- Replies: 33
- Views: 15401
Re: Forum name change
Hello!
May I please be renamed to "Ch4rl1e", to match what I now use in most places and on the main site
Thank you!
May I please be renamed to "Ch4rl1e", to match what I now use in most places and on the main site

Thank you!
- Thu Oct 24, 2024 7:03 pm
- Forum: Duplicates
- Topic: [2.0.10] Hand-placing UG belts over blueprinted UGs replaces both ends, unless same tier as BP
- Replies: 2
- Views: 487
[2.0.10] Hand-placing UG belts over blueprinted UGs replaces both ends, unless same tier as BP
Rough title, sorry.
This seems to be related to the QoL feature that replaces both ends of 2 connected undergrounds when hand build a different type of underground (e.g. red placed over yellow).
This feature seems to take take charge even when building over a blueprinted underground, placing real ...
This seems to be related to the QoL feature that replaces both ends of 2 connected undergrounds when hand build a different type of underground (e.g. red placed over yellow).
This feature seems to take take charge even when building over a blueprinted underground, placing real ...
- Mon Sep 04, 2023 12:54 pm
- Forum: Modding help
- Topic: Enable se_allow_in_space on another mod's building
- Replies: 1
- Views: 544
Enable se_allow_in_space on another mod's building
Howdy, I'd like to make a small compatibility mod to enable (set = to true) on some buildings added by another mod. I believe I can check that a mod is installed by doing if (mods or script.active_mods) ["UndergroundTanks"] then {} but after that I'm lost.
The buildings are all extra fluid tanks ...
The buildings are all extra fluid tanks ...
- Thu Aug 13, 2020 6:01 pm
- Forum: Modding help
- Topic: How to generate items/recipes from existing items?
- Replies: 1
- Views: 1267
How to generate items/recipes from existing items?
Hello!
So I want to iterate through all the barrels, which I know the game itself generates from all valid fluids, in order to create a new item based on each, and a corresponding recipe.
I found through looking at other mods that one can iterate over barrels as such in data-updates.lua:
for ...
So I want to iterate through all the barrels, which I know the game itself generates from all valid fluids, in order to create a new item based on each, and a corresponding recipe.
I found through looking at other mods that one can iterate over barrels as such in data-updates.lua:
for ...