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 ...
Search found 219 matches
- 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
- 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 ...
/c
stack = game.player.cursor_stack
stack.import_stack("0eNpFjcEOgjAQRP9lzsVQtKD9FWMM4B42ykLaxUhI ...
- 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.
- 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 ...
- 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 ...
- 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:
- 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 ...
- 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 ...
- 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 ...
- 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
- 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
- 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 ...
- 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 ...
- 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 ...
https://discord.com/channels/139677590393716737/1217401074877599745/1382287164452376626
It currently has no description at all, and based on observation and the above conversation ...
- 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.
Ideally that notice gets edited, or the api call crashes if its not a logistics or infinity container, also dropping the optional return.
- 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.
- 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 ...
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 ...
- 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)
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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.
- Sat May 31, 2025 5:27 pm
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 1038
- 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
https://lua-api.factorio.com/latest/pro ... ing_energy
https://discord.com/channels/1396775903 ... 7697374328