Search found 269 matches

by Quezler
Wed Sep 24, 2025 7:41 am
Forum: Implemented mod requests
Topic: Add a custom/scriptable TechnologyTrigger
Replies: 9
Views: 667

Re: Add a custom/scriptable TechnologyTrigger

+1 this would really fill a gap, like for space exploration's hidden unofficial quality mod compatibility i used the "capture" type set to a non-spawner building entity (weird that it's even allowed) just because it thematically it would make sense, but it would be nice if there was a "nothing ...
by Quezler
Tue Sep 23, 2025 4:31 pm
Forum: Modding interface requests
Topic: official beacon tints for the productivity and quality modules
Replies: 0
Views: 115

official beacon tints for the productivity and quality modules

they are not in beacons by default, and therefore only the speed & efficiency modules have module tints defined for them.

it would be nice if wube could come up with an official beacon_tint for productivity and quality modules that other mods could reference.
by Quezler
Mon Sep 22, 2025 12:21 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.66] last row of factoriopedia tab not clickable near the top
Replies: 1
Views: 257

[boskid][2.0.66] last row of factoriopedia tab not clickable near the top

- disable space age and quality
- install space exploration
- open factoriopedia
- scroll down on the first tab
- notice that you cannot select/click the last row when it is partially starting to hide again

tabs with a small number of rows do not seem to get affected, and ofc since the scroll bar ...
by Quezler
Sun Sep 14, 2025 7:37 am
Forum: Modding interface requests
Topic: being able to read/write the flashing finished technology
Replies: 0
Views: 251

being able to read/write the flashing finished technology

i and others run into the limitation of not being able to set which technology "just got researched", there's a previous_technology on the force, but writing to it does not cause the technology button to flash, right now the most we can do is write the message to chat with the appropriate sound but ...
by Quezler
Sat Sep 13, 2025 12:47 pm
Forum: Implemented mod requests
Topic: LuaInventory::get_item_counts(item) to get all counts of a quality
Replies: 1
Views: 260

LuaInventory::get_item_counts(item) to get all counts of a quality

A limitation of the inventory api is not being able to query for one item name and get back how many of each quality there are, you'd have to call it once for each quality or just go through get_contents().

it would be nice if we could get like a get_item_count S function or expand get_contents ...
by Quezler
Sat Sep 06, 2025 7:02 am
Forum: Modding interface requests
Topic: Add quantity to choose-elem-button
Replies: 9
Views: 2004

Re: Add quantity to choose-elem-button

+1, in the past i have ran into this limitation on occasion, it would be nice if lua was able to call forth that gui.
by Quezler
Wed Sep 03, 2025 8:52 pm
Forum: Modding interface requests
Topic: a way to have a lua gui element visible to (only) certain controllers
Replies: 0
Views: 188

a way to have a lua gui element visible to (only) certain controllers

When playing multiplayer and you switch to remote view you get a border so any elements hugging the side would need to be repositioned (or have their visibility toggled), this does not look very nice in remote view.

It would be nice if you could set the visibility of a lua gui element to remote/not ...
by Quezler
Tue Sep 02, 2025 4:57 pm
Forum: Bug Reports
Topic: [2.0.66] display panel text changes get lost if you change anything else
Replies: 2
Views: 510

[2.0.66] display panel text changes get lost if you change anything else

- /cheat all
- place display panel
- enter text in the text field
- check always show (or show tag in chart, or set/remove an icon)
- notice the text field is empty again

expected behavior: changes to the text stay intact until the gui is either exited or confirmed
by Quezler
Mon Sep 01, 2025 8:22 am
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7413

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

+1, it was only recently pointed out to me which version added this and the few times i did run into the behavior it always had an undesirable outcome, i would imagine there will be even more voices against it once the next stable version drops, it would be very nice if it was possible to opt out of ...
by Quezler
Thu Aug 28, 2025 6:57 pm
Forum: Resolved Requests
Topic: insert_plan/removal_plan doesn't return a BlueprintInsertPlan following the spec
Replies: 1
Views: 367

insert_plan/removal_plan doesn't return a BlueprintInsertPlan following the spec

- place chest
- use remote view to set a request
- /c log(serpent.line(game.player.selected.item_request_proxy.insert_plan[1].id))
- {name = "wooden-chest"} instead of {name = ItemPrototype}
- same goes with the removal_plan
by Quezler
Thu Aug 28, 2025 12:15 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Red Dot (enemy) on Map but there is nothing there
Replies: 15
Views: 1646

Re: [2.0.60] Red Dot (enemy) on Map but there is nothing there

managed to reproduce it a few times, its a bit random so on the recording skip to the 3 minute mark, it seems to be related to the last entity in a chunk dying right along the border of a neighboring chunk.
by Quezler
Thu Aug 28, 2025 11:48 am
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Red Dot (enemy) on Map but there is nothing there
Replies: 15
Views: 1646

Re: [2.0.60] Red Dot (enemy) on Map but there is nothing there

Looks like the red dot vanishes if you pace a tile down somewhere *in* that chunk, like landfill, so its not an invisible lingering entity.
by Quezler
Wed Aug 27, 2025 11:58 am
Forum: Resolved Problems and Bugs
Topic: [2.0.65] `show-time-usage` "Multiplayer UPS" broken
Replies: 3
Views: 1084

Re: [2.0.65] `show-time-usage` "Multiplayer UPS" broken


Does this have something to do with UPS/FPS counter that shows UPS that your PC can handle instead of UPS that is server running on in multiplayer game ?


From what i understand it will show the UPS of the server in the top left once that version comes out since the ones in the right are indeed ...
by Quezler
Wed Aug 27, 2025 8:29 am
Forum: Not a bug
Topic: [2.0.65] editor's extra entity settings gui does not play nice with character entities
Replies: 1
Views: 344

[2.0.65] editor's extra entity settings gui does not play nice with character entities

Extremely low priority, when you open a placed character that has a large inventory (either due to /cheat all and or power armor) some of the inventory slots become partially or completely obstructed, the extra settings window itself should just get a scroll bar at that point, feel free to move it ...
by Quezler
Mon Aug 25, 2025 8:55 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.65] `show-time-usage` "Multiplayer UPS" broken
Replies: 3
Views: 1084

[2.0.65] `show-time-usage` "Multiplayer UPS" broken

In the very top left of the time usage debug option is a thing for multiplayer ups, but this has supposedly been broken for nearly 10 years at this point.

Posted on the forum for tracking purposes, though it sounded more likely that the feature will be scrapped rather than fixed.

https://discord ...
by Quezler
Mon Aug 25, 2025 8:29 pm
Forum: Implemented mod requests
Topic: LuaEntity::revive{ } overflow inventory parameter
Replies: 2
Views: 231

LuaEntity::revive{ } overflow inventory parameter

It would be nice if we could supply it an overflow inventory just like https://lua-api.factorio.com/latest/classes/LuaEntity.html#set_inventory_size_override.

Currently any items on ground it collided with are returned in a string to uint map, which loses stuff like quality, damage, and more.

If ...
by Quezler
Sat Aug 23, 2025 2:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.65] on_player_setup_blueprint mapping nil on ghosts attached to corpses
Replies: 1
Views: 968

[Rseding91] [2.0.65] on_player_setup_blueprint mapping nil on ghosts attached to corpses

- /c script.on_event(defines.events.on_player_setup_blueprint, function(event) game.print(table_size(event.mapping.get())) end)
- place 1 ghost and 2 real entities
- /c game.player.selected.die() on one of the real ones
- make a copy/blueprint selection of each entity individually
- notice that the ...
by Quezler
Fri Aug 22, 2025 7:18 am
Forum: Ideas and Suggestions
Topic: Beacon range in factoriopedia
Replies: 3
Views: 367

Re: Beacon range in factoriopedia

SirSmuggler wrote: Fri Aug 22, 2025 5:49 am but it is there.
no its not?
by Quezler
Thu Aug 21, 2025 2:04 pm
Forum: Resolved Problems and Bugs
Topic: LuaEntity::display_panel_icon reading/writing nil
Replies: 1
Views: 1240

LuaEntity::display_panel_icon reading/writing nil

If a display panel has no icon then reading it returns nil, according the the docs it cannot be nil.

You cannot clear the icon of a display panel either.

/c game.print(serpent.line(game.player.selected.display_panel_icon)) -- nil
/c game.player.selected.display_panel_icon = nil -- fails
/c game ...

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