Search found 219 matches

by Quezler
Tue Jun 24, 2025 1:01 pm
Forum: Bug Reports
Topic: [2.0.58] invalid icon sizes sometimes get ignored because of the crop cache
Replies: 0
Views: 110

[2.0.58] invalid icon sizes sometimes get ignored because of the crop cache

After a file has been cropped and stored in the cropcache any future `icon_size = ` referencing the same file seem to not be enforced or checked.

- disable all mods, after restart close the game
- delete the crop-cache.dat
- launch the game
- install https://mods.factorio.com/mod/Krastorio2 ...
by Quezler
Tue Jun 24, 2025 7:45 am
Forum: Resolved for the next release
Topic: [2.0.58] Crash marking for deconstruction of ghost of stack-inserter blueprint migrated to bulk-inserter
Replies: 1
Views: 203

[2.0.58] Crash marking for deconstruction of ghost of stack-inserter blueprint migrated to bulk-inserter

Discovered within the bowels of the "spidertron deployment" space exploration menu simulation, painstakingly dissected to constantly narrow it down further:

/c
stack = game.player.cursor_stack
stack.import_stack("0eNpFjcEOgjAQRP9lzsVQtKD9FWMM4B42ykLaxUhI ...
by Quezler
Mon Jun 23, 2025 7:33 pm
Forum: Ideas and Suggestions
Topic: More buttons that should trigger an exact mod sync with a save
Replies: 0
Views: 71

More buttons that should trigger an exact mod sync with a save

It would be nice if holding CONTROL whilst clicking "sync mods and load" forced exact syncs too, instead of merely the top right button in the saves window.
by Quezler
Thu Jun 19, 2025 11:28 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] roboport ghost animation skips frames at high game.tick
Replies: 1
Views: 697

[2.0.55] roboport ghost animation skips frames at high game.tick

- rig the game to be able to write map ticks (or leave a server running without auto pause for 2 weeks)
- start a new world
- /cheat all
- hold a roboport ghost
- /c game.ticks = 40000000 -- (40 million), this is when it becomes noticable
- observe the ghost skipping some frames
- /c game.ticks ...
by Quezler
Tue Jun 17, 2025 6:40 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.55] malformed mipmap: simple-coal-liquefaction.png
Replies: 1
Views: 850

[2.0.55] malformed mipmap: simple-coal-liquefaction.png

It is going out of bounds several times, the artifacts of which can be seen ingame in the corners, see the pics:
by Quezler
Tue Jun 17, 2025 1:12 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.55] furnace fluidbox input breaks if any connection is input-output
Replies: 1
Views: 739

[raiguard][2.0.55] furnace fluidbox input breaks if any connection is input-output

- install the mod
- create new world
- /cheat all
- grab washbox from the power poles and pipes category
- place one
- connect infinity pipe with water on the input side
- notice the water is not flowing in

see the comments in data.lua around line 40, the furnace just refuses to take in any liquid ...
by Quezler
Mon Jun 16, 2025 10:44 am
Forum: Bug Reports
Topic: [2.0.55] blueprint tiling inconsistency when its even
Replies: 0
Views: 159

[2.0.55] blueprint tiling inconsistency when its even

When you have an item/ghost of something like an accumulator and you build in a line by holding down the place button and moving the cursor it gets placed as soon as the preview of it renders in the correct spot, but when you create a blueprint of a single accumulator it doesn't place until your ...
by Quezler
Mon Jun 16, 2025 10:15 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] remote view cannot open factoriopedia through rich text
Replies: 1
Views: 659

[2.0.55] remote view cannot open factoriopedia through rich text

- host new game (other players not required)
- type `[item=iron-plate]` in the chat
- click on it
- notice factoriopedia opened
- open remote view
- click on it (clicking and then dragging keeps it open)
- notice factoriopedia blinked
by Quezler
Mon Jun 16, 2025 10:11 am
Forum: Bug Reports
Topic: [2.0.55] clicking rich technology text in remote view multiplayer opens wrong tech
Replies: 0
Views: 110

[2.0.55] clicking rich technology text in remote view multiplayer opens wrong tech

- spin up two instances of the game, one for the host and one for the client
- host a new multiplayer game (optional: set some minimal latency)
- join it with the client
- have either player run /c game.player.character.cheat_mode = true
- craft some iron/copper to trigger the first two trigger ...
by Quezler
Sat Jun 14, 2025 10:32 am
Forum: Documentation Improvement Requests
Topic: AssemblingMachinePrototype::fluid_boxes_off_when_no_fluid_recipe
Replies: 0
Views: 275

AssemblingMachinePrototype::fluid_boxes_off_when_no_fluid_recipe

https://lua-api.factorio.com/latest/prototypes/AssemblingMachinePrototype.html#fluid_boxes_off_when_no_fluid_recipe
https://discord.com/channels/139677590393716737/1217401074877599745/1382287164452376626

It currently has no description at all, and based on observation and the above conversation ...
by Quezler
Fri Jun 13, 2025 12:09 pm
Forum: Documentation Improvement Requests
Topic: LuaEntityPrototype::logistic_mode read not restricted
Replies: 1
Views: 231

LuaEntityPrototype::logistic_mode read not restricted

Typically the "Can only be used if this is X" error when you call it from the wrong type, this one returns nil then.

Ideally that notice gets edited, or the api call crashes if its not a logistics or infinity container, also dropping the optional return.
by Quezler
Fri Jun 13, 2025 11:45 am
Forum: Implemented mod requests
Topic: Being able to set the filters and bar of a container ghost
Replies: 2
Views: 314

Being able to set the filters and bar of a container ghost

The methods to set the slot filters and the bar exist on the inventory, but while the container is a ghost it is nil and thus inaccessible.
by Quezler
Sun Jun 08, 2025 12:41 pm
Forum: Resolved Requests
Topic: LightningProperties's priority_rules and exemption_rules are not marked optional
Replies: 1
Views: 464

LightningProperties's priority_rules and exemption_rules are not marked optional

https://lua-api.factorio.com/latest/types/LightningProperties.html#exemption_rules

if you set/keep them at nil the game loads up just fine, this leads modders into a false sense of security that they don't have to check if the array exists first.

so it would be nice if they were both marked as ...
by Quezler
Sat Jun 07, 2025 7:18 pm
Forum: Not a bug
Topic: [2.0.55] mod name under installed doesn't match the one under updates
Replies: 1
Views: 320

[2.0.55] mod name under installed doesn't match the one under updates

The installed tab shows it localized, whilst the updates tab shows the raw mod name. (the two planet ones are sticking out like a sore thumb)
by Quezler
Thu Jun 05, 2025 7:28 pm
Forum: Implemented mod requests
Topic: GuiAnchor support for ghosts
Replies: 1
Views: 368

GuiAnchor support for ghosts

When GuiAnchor was implemented ghost guis weren't a thing yet.

When you use name or names as a filter it'll stop appearing on ghosts even if they share the name, which would require the player to just listen to the gui opened event of that gui type in general and then manually toggling it, which is ...
by Quezler
Wed Jun 04, 2025 5:10 pm
Forum: Ideas and Suggestions
Topic: Remember the password of the last server you connected to
Replies: 0
Views: 366

Remember the password of the last server you connected to

Currently it only remembers it if its the latest played world, i.e. the one shown on the big green button on the menu screen.

Whilst playing online i have to occasionally drop into a local save or just save the server's world to test some stuff, and each time you return you'd have to re-enter the ...
by Quezler
Wed Jun 04, 2025 10:53 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] sync gui checkboxes modified after downloading starts are ignored
Replies: 1
Views: 894

[2.0.55] sync gui checkboxes modified after downloading starts are ignored

- try to open a world
- open the sync and load mods gui
- press the sync button
- uncheck the "load save after sync"
- wait for all the green bars are full
- notice the game restarting and then loading the world

expected behavior: for the checkboxes to either still "work" after clicking the sync ...
by Quezler
Mon Jun 02, 2025 11:19 am
Forum: Assigned
Topic: [raiguard][2.0.54] fluids can flow through frozen entities
Replies: 0
Views: 490

[raiguard][2.0.54] fluids can flow through frozen entities

Forwarding this here since it got confirmed as a bug, and so i can link to this issue from the elevated pipes mod.
by Quezler
Thu May 29, 2025 5:01 pm
Forum: Resolved Requests
Topic: EntityPrototype::heating_energy
Replies: 1
Views: 422

EntityPrototype::heating_energy

It currently has no description, it would be nice if it was documented that this is what controls which entities can freeze or not.
https://lua-api.factorio.com/latest/pro ... ing_energy
https://discord.com/channels/1396775903 ... 7697374328

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