Search found 216 matches

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: 508

[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: 657

[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: 543

[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: 94

[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: 473

[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: 73

[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: 242

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: 193

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: 271

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: 427

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: 291

[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: 335

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: 341

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: 715

[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: 443

[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: Documentation Improvement Requests
Topic: EntityPrototype::heating_energy
Replies: 0
Views: 351

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
by Quezler
Wed May 28, 2025 11:15 am
Forum: Resolved Requests
Topic: Inconsistent use of "count" and "amount" in modding api
Replies: 4
Views: 663

Re: Inconsistent use of "count" and "amount" in modding api

isn't the difference generally that one is integer and the other one decimal?
by Quezler
Tue May 27, 2025 7:28 pm
Forum: Ideas and Suggestions
Topic: Change "Cannot be crafted in this machine." message if its due to fluidbox issues
Replies: 0
Views: 297

Change "Cannot be crafted in this machine." message if its due to fluidbox issues

TL;DR
It would be nice if recipes that are disabled due to lack of fluid connections say so in their tooltip, just like recipes restricted by surface conditions.

What?
Something like "Cannot be crafted in this machine. There are not enough fluid ports.", but a little bit more snappy than that ...
by Quezler
Tue May 27, 2025 11:17 am
Forum: Documentation Improvement Requests
Topic: events raised in on_init get skipped by mods already present on the save
Replies: 4
Views: 569

Re: events raised in on_init get skipped by mods already present on the save

Wow that's quite out of sight near the bottom and in a normal font, not used to read the on_load documentation since i know what the event is for, it might be worth moving it to a more visible spot, like right below the lifecycle diagram in a noticable color 👀

Go to advanced search