Search found 22 matches

by SpeckledFleebeedoo
Fri Aug 01, 2025 6:08 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.62] Blueprint preview has no belt animation
Replies: 4
Views: 1132

Re: [2.0.62] Blueprint preview has no belt animation

thedoh wrote: Fri Aug 01, 2025 2:51 pm This is a part of the blueprint optimizations from 2.0.59, announced in this thread viewtopic.php?t=129807
Holding blueprints to me suggests it's about the ghosts being shown in the map before the blueprint gets placed, not previewing the blueprint in an inventory.
by SpeckledFleebeedoo
Thu Jul 31, 2025 6:34 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.62] Blueprint preview has no belt animation
Replies: 4
Views: 1132

[2.0.62] Blueprint preview has no belt animation

As of version 2.0.59, belts in blueprint previews no longer show their animation. Video below shows 2.0.59 and 2.0.58 side by side, showcasing the issue:
2025-07-31_20-28-46.mp4
(2.04 MiB) Downloaded 128 times
This issue still exists on 2.0.62.
by SpeckledFleebeedoo
Wed Dec 18, 2024 7:51 pm
Forum: Minor issues
Topic: [2.0.27] Refinery glow is misaligned
Replies: 0
Views: 342

[2.0.27] Refinery glow is misaligned

The glow on the refinery is offset to the right by a few pixels:
image.png
image.png (107.13 KiB) Viewed 342 times
by SpeckledFleebeedoo
Thu Nov 21, 2024 5:50 pm
Forum: Duplicates
Topic: [2.0.20] Parametrized Blueprint does not set recipe
Replies: 4
Views: 779

Re: [2.0.20] Parametrized Blueprint does not set recipe

A "product of" relation between parameters would be a nice way to solve this issue, similar to how we have "ingredient of". That way you can have the machine recipe be the main parameter and automatically have it set the product (or products) as inserter and chest filters without needing to wrap ...
by SpeckledFleebeedoo
Sat Nov 02, 2024 3:19 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.14] Landfill under remnants does not get deconstructed by robots
Replies: 3
Views: 1916

[Rseding91] [2.0.14] Landfill under remnants does not get deconstructed by robots

When using robots to deconstruct landfill, any landfill under remnants will not be deconstructed until the remnants are gone. Expected behaviour: landfill should be deconstructed and the remnants should disappear.

To reproduce: place landfill. Place entity on landfill. Cause entity to be destroyed ...
by SpeckledFleebeedoo
Sun Jul 28, 2024 10:50 pm
Forum: Resolved Requests
Topic: LuaEntityPrototype::running_speed description is inaccurate
Replies: 1
Views: 614

LuaEntityPrototype::running_speed description is inaccurate

The description of LuaEntityPrototype::running_speed says that it is "including effects from exoskeletons, tiles, stickers and shooting", which makes no sense on a generic EntityPrototype class, and a quick test confirms that it does in fact not change when exoskeletons are equipped. The description ...
by SpeckledFleebeedoo
Sat May 04, 2024 7:12 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 46
Views: 14069

Re: Improving the Mod Portal Search

I did indeed start on the front page. Having the results after a search be sorted by recently updated is extremely unintuitive. Seeing recently updated mods is not what I use the search bar for.
by SpeckledFleebeedoo
Sat May 04, 2024 1:03 am
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 46
Views: 14069

Re: Improving the Mod Portal Search

Is Recently Updated supposed to be the default sort order? I found myself having to go through multiple pages to find anything somewhat relevant to my search before I noticed it was sorting by Recently Updated.
by SpeckledFleebeedoo
Thu Feb 08, 2024 10:13 pm
Forum: Resolved Requests
Topic: ParameterGroup description should be listed as optional
Replies: 1
Views: 840

ParameterGroup description should be listed as optional

The description field for a ParameterGroup in the runtime docs json API is not listed as optional but is not present for a number of them, so it should probably be listed as optional. The first example I ran into was on LuaControl::set_gui_arrow.

Alternatively, for consistency, it may be better if ...
by SpeckledFleebeedoo
Sun Jan 14, 2024 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.101] LuaEntity::set_request_slot() won't allow filters with a count of 0 on requester chests
Replies: 1
Views: 2116

[1.1.101] LuaEntity::set_request_slot() won't allow filters with a count of 0 on requester chests

When trying to set a requester chest request to count 0 using LuaEntity::set_request_slot(), the game throws an error: count must be positive, while a count of 0 can be set manually just fine. Expected behaviour would be to allow a count of 0.

Issue seems to be a regression of 68731 , and was ...
by SpeckledFleebeedoo
Thu Apr 20, 2023 9:28 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.81] Crash in main menu using Less UPS mod "A wild INF appearead in TrivialSmoke"
Replies: 2
Views: 2068

[1.1.81] Crash in main menu using Less UPS mod "A wild INF appearead in TrivialSmoke"

When using the Less UPS mod, the game will crash while sitting in the main menu with background simulations enabled. Log is attached.
by SpeckledFleebeedoo
Thu Jan 05, 2023 5:26 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Boiler stops working when fed 100°C water
Replies: 1
Views: 2487

[1.1.74] Boiler stops working when fed 100°C water

When fed 100°C water, the boiler will stop working completely without any indication why.
video
A small map demonstrating the issue is attached. No mods needed to reproduce this.
by SpeckledFleebeedoo
Fri Aug 19, 2022 8:47 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.67] Crash on Linux when pressing alt-f4 in the sound settings menu
Replies: 4
Views: 4135

Re: [1.1.67] Crash on Linux when pressing alt-f4 in the sound settings menu

Oh huh, did not notice that. Seems I have been mistaking my own old work for a new feature...
Thanks, fixed!
by SpeckledFleebeedoo
Fri Aug 19, 2022 8:25 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.67] Crash on Linux when pressing alt-f4 in the sound settings menu
Replies: 4
Views: 4135

[1.1.67] Crash on Linux when pressing alt-f4 in the sound settings menu

When I exit the game by pressing alt-f4 in the Sound settings it will crash instead of closing nicely.
Video demo
Running the latest version of Manjaro with KDE
by SpeckledFleebeedoo
Sun May 29, 2022 4:11 pm
Forum: Not a bug
Topic: [1.1.57] LTN Mod setting "Factorio Alerts" does not work on linux
Replies: 9
Views: 3326

Re: [1.1.57] LTN Mod setting "Factorio Alerts" does not work on linux

Played around with it a bit on Linux, 1.1.59:

The alerts LTN creates do not make any noise. (Tested with the building destroyed alert and those do still make noise, so that seems to be intended.)
The chat notifications LTN creates do make noise in the form of a new chat message ping, unless you ...
by SpeckledFleebeedoo
Sat Apr 30, 2022 10:05 am
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 123
Views: 110512

Re: [MOD 0.13] Water Well - pump water from the underground

FYI: the HR shadow animations being 2472 pixels wide may cause a "no pictures to put in atlas" error for people that have their atlas texture size setting set to 2048.
by SpeckledFleebeedoo
Sat Jan 15, 2022 2:26 am
Forum: Resolved Problems and Bugs
Topic: [1.1.50] Game crashes when adding between 16 and 255 item variations
Replies: 1
Views: 2767

[1.1.50] Game crashes when adding between 16 and 255 item variations

I created a mod that adds item variations to the iron plate. When adding more than 255 entities the game will give a warning and not load the mod. However, when going below 255 but above 15 (Bilka mentioned on Discord that this should be the correct limit) the game will load up the mod, but crash ...
by SpeckledFleebeedoo
Tue Apr 06, 2021 3:49 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.30] Resetting trains in tutorial with signal in hand makes signal disappear
Replies: 4
Views: 4100

Re: [1.1.30] Resetting trains in tutorial with signal in hand makes signal disappear

Resetting all will fix it, but signals shouldn't be disappearing in the first place.
by SpeckledFleebeedoo
Mon Apr 05, 2021 5:05 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.30] Resetting trains in tutorial with signal in hand makes signal disappear
Replies: 4
Views: 4100

[1.1.30] Resetting trains in tutorial with signal in hand makes signal disappear

In the advanced rail signals tutorial, it is possible to lose the necessary signals by pressing the reset trains button.

Steps to reproduce:
Be in Rail signals advanced tutorial, any level where placing signals is required.
While holding a stack of signals, press the run trains button
Press the ...
by SpeckledFleebeedoo
Fri Jan 22, 2021 2:08 pm
Forum: Not a bug
Topic: [1.1.13] Train pathing past destination in wrong direction adds pathfinding penalty
Replies: 3
Views: 2106

[1.1.13] Train pathing past destination in wrong direction adds pathfinding penalty

When a train has to pass through its destination in the wrong direction to get to it the pathfinding penalty for passing through a station that isn't the train's destination is applied. This can cause unexpected behaviour where trains never go to the closest possible destination.

https://i.imgur ...

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