Search found 331 matches

by Quezler
Mon Jul 13, 2026 9:28 am
Forum: Not a bug
Topic: [2.1.9] you can melee attack from a flying mech suit
Replies: 2
Views: 250

[2.1.9] you can melee attack from a flying mech suit

it has no animation, does not even shit a brick, how does it damage enemies under it when holding the spacebar other than the heat already coming from it?
by Quezler
Wed Jul 08, 2026 9:06 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.9] requiring a relative lua path does not cache the file
Replies: 1
Views: 458

[2.1.9] requiring a relative lua path does not cache the file

In 2.1 a required lua file only runs once, which means these all return the same instance:

require("thing")
require("__modname__.thing")
require("__modname__/thing")

However, relative paths are each seen as unique:

require("__modname__/./thing")
require("__modname__/././thing")
require("__modname ...
by Quezler
Fri Jul 03, 2026 4:54 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.9] luaentity::get_filter() returns nil on storage chest ghosts
Replies: 1
Views: 414

[2.1.9] luaentity::get_filter() returns nil on storage chest ghosts

- place storage chest ghost
- set a filter
- /c game.print(serpent.block(game.player.selected.get_filter(1)))
- nil

expected behavior: for it to succeed, just like inserters, and reading the filter from ghosts already works.

the this->sections.compiled.empty() check within LogisticPointFilters ...
by Quezler
Thu Jun 25, 2026 11:05 am
Forum: Resolved for the next release
Topic: [2.1.7] using the hotbar to put in-use ammo in your cursor in latecy does a weird blink
Replies: 1
Views: 198

[2.1.7] using the hotbar to put in-use ammo in your cursor in latecy does a weird blink

Steps to reproduce:
- be on a server
- have ammo only in a gun slot
- put that ammo in your hotbar
- press the corresponding number
- notice that you hold the whole stack, followed by it being swapped for a ghost right away

Expected behavior: for it to fail right away.
by Quezler
Wed May 06, 2026 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] grouped productivity in the bonuses tab are ordered wrong
Replies: 2
Views: 491

[2.0.76] grouped productivity in the bonuses tab are ordered wrong

When recipe productivities are grouped they are ordered by "zzz-productivity-[percentage]" but that means that 128% can be shown in front of 30%.

Expected behavior: for them to be sorted in order of their actual productivity when grouped.

Discovered when making https://mods.factorio.com/mod ...
by Quezler
Wed Apr 29, 2026 8:23 am
Forum: Modding interface requests
Topic: saved_progress support for scripted research triggers
Replies: 6
Views: 1405

Re: saved_progress support for scripted research triggers

I feel like it would make more sense as a 0-1 fraction, like if you research 50 units out of a tech that has 100 and a later mod update bumps it to 200 it feels fair that the 50% progress gets preserved than it falling back to 25% progress.
by Quezler
Thu Apr 23, 2026 10:18 am
Forum: Implemented mod requests
Topic: localised description for shortcuts
Replies: 11
Views: 2402

Re: localised description for shortcuts

> Shortcuts already support localised_description.

looks like that is new in 2.1 then, in 2.0 the localised_description on shortcuts is completely ignored.

glad to hear that in addition to that fix the localised_description will override the description of whatever item the shortcut might spawn.
by Quezler
Mon Apr 06, 2026 2:08 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] Crash creating loader with stack size override via console
Replies: 3
Views: 1764

Re: Crash when creating Loader-Modernised loader with stack size override via console

Hi, talked with OP on the Space Exploration / Earendel discord about this issue, was already working on narrowing it down so here are my two cents:

space-age
+

data.raw["loader-1x1"]["loader-1x1"].max_belt_stack_size = 4
data.raw["loader-1x1"]["loader-1x1"].adjustable_belt_stack_size = true ...
by Quezler
Tue Mar 24, 2026 12:19 pm
Forum: Not a bug
Topic: [2.0.76] item glow visible through underground belts
Replies: 1
Views: 445

[2.0.76] item glow visible through underground belts

expected behavior: the underground belt structure looks like it is made out of metal and not glass or plastic, item lights shining through them feels weird.

steps to reproduce: watch the "nauvis_uranium_processing" menu simulation for the belt that passes under the bottom part of the menu window ...
by Quezler
Thu Mar 19, 2026 5:30 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] item-request-proxy's removal plan can take out different items
Replies: 1
Views: 751

[2.0.76] item-request-proxy's removal plan can take out different items

the item request proxy does not care what is in a slot marked for removal, as long as any item in the removal plans marks that slot for extraction:


/c chest = game.player.surface.create_entity{name = "wooden-chest", force = "player", position = {0, 0}}
/c chest.insert({name = "iron-plate"})
/c ...
by Quezler
Tue Mar 17, 2026 11:48 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.76] invalid mod configuration can show for valid configurations after installing the dependency ingame
Replies: 1
Views: 1045

[Twinsen][2.0.76] invalid mod configuration can show for valid configurations after installing the dependency ingame

steps to reproduce:
- create fresh instance
- download https://mods.factorio.com/mod/factoryplanner and put it in the mods folder by hand
- start the game
- get the load error that flib is missing
- install flib through the manage mods button
- notice the wrong configuration popup
- head back to the ...
by Quezler
Wed Mar 11, 2026 11:11 am
Forum: Implemented mod requests
Topic: LuaSurface::localised_name write should take priority over planet prototype
Replies: 2
Views: 791

LuaSurface::localised_name write should take priority over planet prototype

It would be nice if the localized name of a planet could be overwritten in the control stage.
Ideally it should also take priority over platform names, but since those can already be edited in the control stage there is no immediate need.

This would allow mods to deliberately change the icon of a ...
by Quezler
Tue Mar 10, 2026 10:46 am
Forum: Resolved Problems and Bugs
Topic: [2.0.76] data stage crashes trigger a recycling recipe category error
Replies: 1
Views: 833

[2.0.76] data stage crashes trigger a recycling recipe category error

When a mod crashes in the settings/data stage the following appears in the log:

Error ModManager.cpp:1767: Error in assignID: recipe-category with name 'recycling' does not exist.

It is a little odd for that error/warning to appear since the game is clearly not gonna continue to load already ...
by Quezler
Mon Mar 09, 2026 6:03 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] furnace input slot tooltip suggests incompatible recipes
Replies: 1
Views: 801

[2.0.76] furnace input slot tooltip suggests incompatible recipes

the tooltip of a furnace's input slot will happily suggest recipes that require fluids even when that furnace prototype does not have any fluidbox defined.


{
type = "recipe",
name = "lithium-plate",
category = "smelting",
subgroup = "aquilo-processes",
order = "c[lithium]-b[lithium-plate ...
by Quezler
Thu Mar 05, 2026 12:22 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] Expected resources from mining results below 1 can show as nothing
Replies: 1
Views: 984

[2.0.76] Expected resources from mining results below 1 can show as nothing

Encountered with Space Exploration's se-big-rock-asteroid, it should show as 0.something and possibly with that weird yellow chance tint assemblers use.
by Quezler
Fri Feb 27, 2026 9:38 pm
Forum: Resolved Requests
Topic: selection_priority does not always default to 50
Replies: 3
Views: 925

Re: selection_priority does not always default to 50


entity-util.lua also says
editor_only = 20, -- entities not selectable by normal player (e.g. corpses, projectiles), but by editor in entity mode
It would be good if the treshold at which the entity becomes unselectable was documwnted as well


i was curious about that one too but from what i ...
by Quezler
Fri Feb 27, 2026 11:08 am
Forum: Resolved Requests
Topic: selection_priority does not always default to 50
Replies: 3
Views: 925

selection_priority does not always default to 50

i ran into an issue working with loaders that their selection priority was 45 instead of the default/assumed 50.

we modders often use (entity.selection_priority or 50) + 1 to make sure something is above or below a certain entity, but there are a bunch of exceptions.

i found 3 of those that are ...
by Quezler
Thu Feb 26, 2026 12:32 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] hidden surfaces show incomplete alerts
Replies: 1
Views: 1004

[2.0.76] hidden surfaces show incomplete alerts

when trying to hide a surface from the remote view starmap the only real option currently is to mark the surface as hidden.

hidden surfaces still show alerts (which in my opinion is a good thing), however the alert center loses the ability to navigate to specific alerts on said surface.

the ...
by Quezler
Tue Feb 24, 2026 9:55 pm
Forum: Implemented mod requests
Topic: Make current lifecycle stage accessible
Replies: 15
Views: 3769

Re: Make current lifecycle stage accessible

Thanks a bunch for that!

However i would like to advocate for "runtime" to be renamed "control" purely for code clarity, ask yourself which of these 2 is more obvious at first glance:


if helpers.stage == "runtime" then
--
end


if helpers.stage == "control" then
--
end


Likewise the ...
by Quezler
Tue Feb 24, 2026 1:09 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.75] lowering rocket_parts_required past a silo's stored parts deadlocks it
Replies: 2
Views: 1998

[2.0.75] lowering rocket_parts_required past a silo's stored parts deadlocks it

it would just get stuck on working or output full.

the expected behavior is that the rocket starts to rise since it now has enough parts.

if the now total/leftover parts in the silo exceeds the (new) rocket_parts_storage_cap it is expected to overflow that number, which is already allowed when you ...

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