Search found 16 matches

by Izzabelle
Thu Aug 27, 2026 7:39 pm
Forum: Bug Reports
Topic: [2.1.17] SimpleEntityWithOwnerPrototype can't glow when expansion_shaders_required is true
Replies: 1
Views: 338

[2.1.17] SimpleEntityWithOwnerPrototype can't glow when expansion_shaders_required is true

If a mod sets "expansion_shaders_required": true in info.json any simple-entity-with-owner that uses animations and has either draw_as_glow or draw_as_light as true doesn't glow.

I have an example mod that runs the following code in the data stage:
data:extend({
{
type = "simple-entity-with ...
by Izzabelle
Wed Aug 19, 2026 9:23 am
Forum: Ideas and Suggestions
Topic: Better roboport circuit connectivity
Replies: 5
Views: 538

Re: Better roboport circuit connectivity


One thing I'd like to add: for 'Read network contents', add a tick-box to exclude stuff in buffer chests . More than once, I've wondered why my buffer chests aren't getting any of a certain item, only to realize I set my mall to stop producing that item once I have a given amount of it in the ...
by Izzabelle
Sun Aug 16, 2026 10:39 pm
Forum: Ideas and Suggestions
Topic: Better roboport circuit connectivity
Replies: 5
Views: 538

Better roboport circuit connectivity

TL:DR
The options when connecting roboports to the circuit network feel outdated and lack the preciseness found on other buildings, freshening it up to 2.1s standards would go a very long way and enable players exact control over more aspects of their factory.

What?
This is the current circuit ...
by Izzabelle
Sun Aug 16, 2026 8:43 pm
Forum: Ideas and Suggestions
Topic: Ensure new players get fair world seed.
Replies: 9
Views: 1776

Re: Ensure new players get fair world seed.

I do agree this needs to be addressed for new players, I know myself two people who quit the game early due to spawning in a desert. Having a chance of your first game ever have more attacks than a deathworld without clarifying to the player why is just not good.

My suggestion is a new option for ...
by Izzabelle
Tue Aug 11, 2026 1:44 am
Forum: Not a bug
Topic: [2.1.14] Large quantities of items with equipment grids cause significant lag
Replies: 5
Views: 534

[2.1.14] Large quantities of items with equipment grids cause significant lag

I was told to report this on behalf of several others, not even sure myself if it qualifies as a bug but anyhow;

If large amounts of items with equipment grids such as modular armor or above is created, the electric network ms usage spikes due to the equipment grids being simulated even when empty ...
by Izzabelle
Tue Jan 13, 2026 4:07 pm
Forum: Not a bug
Topic: [2.0.72] The spidertron map icon is rotated a few degrees / not perfectly symmetrical.
Replies: 1
Views: 4676

[2.0.72] The spidertron map icon is rotated a few degrees / not perfectly symmetrical.

What did you do? / What happened?
I was looking through the spidertron graphics for my mod and noticed the map icon sprite looked a bit off, so I checked in game and saw that it is indeed a bit askew.

01-13-2026, 17-02-33.png

Normally I would add more info but due to the nature of this I don ...
by Izzabelle
Wed Nov 12, 2025 12:14 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 183
Views: 97277

Re: Ability to craft lower quality with higher quality


Having read a bit through the different proposals I can say that in my opinion the only one that makes sense so far is letting machines use any quality that is at least good enough as ingredient. Downgrading quality just doesnt make any sense why would you want to do that. In reality a better ...
by Izzabelle
Sun Nov 09, 2025 10:25 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 183
Views: 97277

Re: Add option for mixed Quality in Assemblers


1/ productivity-quality exploit. During development there was an option for any quality recipe where a base rolled quality was lowest quality of provided ingredients. There was however exploit when using productivity modules: a machine could be fed normal quality ingredients that would "charge ...
by Izzabelle
Fri Oct 24, 2025 2:12 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
Replies: 3
Views: 1789

[2.0.72] Holmium solution's base_color is incorrectly defined

In fluid.lua within the space-age folder, holmium solution is the only fluid defined with a R, G, or B value above 1 which makes the game divide each RGB value by 255, resulting in a dark blue color.

10-24-2025, 16-07-47.png

10-24-2025, 16-07-49.png

10-24-2025, 16-07-53.png


After ...
by Izzabelle
Thu May 08, 2025 1:58 am
Forum: This Forum
Topic: Forum name change
Replies: 49
Views: 33022

Re: Forum name change

And here I am also joining the exclusive group of name changers.

"Izzabelle", cause my current name is abhorrent.
by Izzabelle
Thu May 08, 2025 1:42 am
Forum: Implemented mod requests
Topic: Allow setting if a SpiderLegPrototype rotates with its connected body or not
Replies: 3
Views: 2477

Allow setting if a SpiderLegPrototype rotates with its connected body or not

I was experimenting with the early stages of a mod that lets you "domesticate" pentapods, and found out that whether the leg rotates with the body or not is hardcoded depending on if it's a SpiderVehiclePrototype or SpiderUnitPrototype. More control over this would be excellent, as I can see plenty ...
by Izzabelle
Fri Sep 01, 2023 11:11 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 219
Views: 140753

Re: Friday Facts #374 - Smarter robots

Great looking robot improvements, just one question. Will the roboport robot requests be configurable with circuits?
by Izzabelle
Sun Aug 27, 2023 12:47 am
Forum: Duplicates
Topic: [Kovarex] [1.1.87] Blueprint Grid position changes when remove/re-add item
Replies: 2
Views: 1714

Re: [1.1.87] Blueprint Grid position changes when remove/re-add item

Rails and some related items can only be moved along a "subgrid" which consists of 2x2 sized tiles. When a snap to grid blueprint would place rails not aligned to the subgrid the blueprint is slightly shifted.
by Izzabelle
Fri Aug 25, 2023 12:35 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 199375

Re: Friday Facts #373 - Factorio: Space Age

Now this is dope.
Now my only question is why the top right octo claw thing doesn't have anything that punts unwanted stuff into space.

and also what new train stuff is coming, i need more train control

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