Search found 184 matches

by Quezler
Mon May 12, 2025 6:58 pm
Forum: Assigned
Topic: [Genhis][2.0.48] ctrl inserting ghost modules downgrades higher modules
Replies: 0
Views: 72

[Genhis][2.0.48] ctrl inserting ghost modules downgrades higher modules

- place a silo
- insert blue quality prod 2 modules
- go into remote view
- control click green quality prod 2 modules
- notice the insert plan wanting to downgrade them all

expected behavior: modules do not downgrade, just like shift insert respects.
by Quezler
Mon May 12, 2025 6:25 pm
Forum: Assigned
Topic: [Pard] [2.0.47] item marked as hidden doesn't show under ingredients
Replies: 2
Views: 157

Re: [Pard] [2.0.47] item marked as hidden doesn't show under ingredients

The "practical example" would likely be where i originally noticed it, Krastorio 2 has a hidden logo recipe that gets revealed only when you activate the intergalactic transciever and one of the items in the recipe is like a lump of mud but factoriopedia doesn't show that under the ingredients for ...
by Quezler
Fri May 09, 2025 7:34 pm
Forum: Assigned
Topic: [Pard] [2.0.47] item marked as hidden doesn't show under ingredients
Replies: 2
Views: 157

[Pard] [2.0.47] item marked as hidden doesn't show under ingredients

data.raw["item"]["iron-gear-wheel"].hidden = true

Whilst prototypes marked as hidden are obviously hidden from factoriopedia, i feel like it shouldn't apply to a recipe's ingredients since it'd just be wrong:
by Quezler
Fri May 09, 2025 1:20 pm
Forum: Documentation Improvement Requests
Topic: upgrade planner's get_mapper()'s to can return nil
Replies: 2
Views: 142

Re: upgrade planner's get_mapper()'s to can return nil

well it makes sense in the way that the slot is reserved and there isn't a nil gap, like empty logistic filters in a section return {} and not nil too, which way belongs where is very much just in the eye of the devs :D

There's probably a technical reason here why the source needs to be set to ...
by Quezler
Thu May 08, 2025 11:57 am
Forum: Documentation Improvement Requests
Topic: upgrade planner's get_mapper()'s to can return nil
Replies: 2
Views: 142

upgrade planner's get_mapper()'s to can return nil

The from side when "empty" will still return a table, the to side when empty can return nil:

/c game.print(serpent.line(game.player.cursor_stack.get_mapper(1, "from"))) -- {type = "item"}
/c game.print(serpent.line(game.player.cursor_stack.get_mapper(1, "to"))) -- nil
by Quezler
Thu May 08, 2025 11:25 am
Forum: Modding interface requests
Topic: defines.relative_gui_type.factoriopedia_gui
Replies: 0
Views: 77

defines.relative_gui_type.factoriopedia_gui

Would be nice if we could attach stuff to the factoriopedia gui, like custom bookmarks when you like to quickly reference stuff:

/c game.player.gui.relative.add{type = "label", caption = "bookmarks", anchor = {gui = defines.relative_gui_type.factoriopedia_gui, position = defines.relative_gui ...
by Quezler
Tue May 06, 2025 9:38 am
Forum: Documentation Improvement Requests
Topic: Feature-bound properties should say which feature
Replies: 6
Views: 522

Re: Feature-bound properties should say which feature

it would honestly be really useful to know which feature flag gates a certain expansion feature, segmented units is kinda an obvious one but belt stacks requiring space travel might not be as straightforward, im assuming it becomes more important as mods pop up that don't depend on the space age mod ...
by Quezler
Mon May 05, 2025 5:54 pm
Forum: Modding interface requests
Topic: LuaRendering: asteroid as orientation_target support
Replies: 2
Views: 175

Re: LuaRendering: asteroid as orientation_target support

- new world
- /cheat all
- create a non-nauvis platform
- wait for asteroids to spawn
- run this code


/c local asteroid = game.player.selected
rendering.draw_sprite{
sprite = "item/rail",
target = asteroid,
surface = asteroid.surface,
orientation = math.random(),
oriented_offset = {1, 1 ...
by Quezler
Sun May 04, 2025 5:26 pm
Forum: Modding interface requests
Topic: LuaRendering: asteroid as orientation_target support
Replies: 2
Views: 175

LuaRendering: asteroid as orientation_target support

Asteroid rotation is based on some unit number + tick math which is not exposed as it's orientation towards e.g. luarendering, it would be nice if render objects could be made to rotate along with asteroids.
by Quezler
Sun May 04, 2025 1:24 pm
Forum: Won't fix.
Topic: [2.0.47] personal laser defence lasers aren't drawing from the mechsuit's center during flight
Replies: 1
Views: 178

[2.0.47] personal laser defence lasers aren't drawing from the mechsuit's center during flight

It is expected that the source of the lasers doesn't start in mid air, whilst the example pics shows space w/ asteroids this situation is easily replicated when fighting biters around trees.
by Quezler
Fri May 02, 2025 11:46 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] crash to desktop when not using deepcopy for animation layers
Replies: 1
Views: 546

[boskid][2.0.47] crash to desktop when not using deepcopy for animation layers

I was working on adding some layers to an entity so i had to grab the unlayered layer and convert it into the first and the game just went poof on me:

- disable space age & quality
- install krastorio 2
- add this in a data-final-fixes.lua:


data.raw.pump["kr-steel-pump"].animations["north ...
by Quezler
Wed Apr 30, 2025 4:18 am
Forum: Modding interface requests
Topic: When you create/update an item-request-proxy, refresh the gui
Replies: 1
Views: 134

When you create/update an item-request-proxy, refresh the gui

It would be nice that if when an item request proxy gets created or modified by script whilst the gui is open that any players with it open see the change.
by Quezler
Tue Apr 29, 2025 2:38 pm
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 13254

Re: Version 2.0.46


Is this indirectly related to 128219 ?


Yeah it is (author of that mod here), indestructible entities are processed after all the other entities that can take damage in case the entities that died updated their invulnerability flag, as long as an invulnerable entity exists the tile will not be ...
by Quezler
Tue Apr 29, 2025 10:19 am
Forum: Resolved Problems and Bugs
Topic: [2.0.46] train.schedule = train.schedule, index out of bounds
Replies: 0
Views: 130

[2.0.46] train.schedule = train.schedule, index out of bounds

- create a world
- place rails
- place locomotive
- give it an interrupt
- /c game.player.selected.train.schedule = game.player.selected.train.schedule
(note that platforms are also affected, but you can figure out those repro steps)

When a train has no schedule and no interrupts `train.schedule ...
by Quezler
Thu Apr 17, 2025 9:20 am
Forum: Not a bug
Topic: [2.0.45] Proxy-container entities are not taking Damage from Asteroids
Replies: 3
Views: 356

Re: [2.0.45] Proxy-container entities are not taking Damage from Asteroids

Hi, this issue is completely due to the mod and should have been send to that mod's author (me) instead of the forum, this should be moved to not a bug.

Now let me explain what is happening:

When an asteroid collides with a space platform tile the "heuristic entity search" goes through all the ...
by Quezler
Wed Apr 16, 2025 6:57 pm
Forum: Resolved Requests
Topic: SimulationDefinition.mods should be a little more specific
Replies: 1
Views: 147

SimulationDefinition.mods should be a little more specific

The way it is currently phrased could be interpreted as that it would not load the data stage of unspecified mods, it should mention control stage specifically:
by Quezler
Mon Apr 14, 2025 3:56 pm
Forum: Resolved Requests
Topic: ScheduleInterrupt.inside_interrupt is not required
Replies: 1
Views: 140

ScheduleInterrupt.inside_interrupt is not required

schedule.add_interrupt({name = "interrupt"}) is a valid command.
by Quezler
Sat Apr 12, 2025 1:26 pm
Forum: Ideas and Suggestions
Topic: Show fluid temperature in storage tank and pipe gui
Replies: 5
Views: 366

Re: Show fluid temperature in storage tank and pipe gui

+1, being able to see the temperature anywhere at all in this gui would be very nice
by Quezler
Sat Apr 12, 2025 12:29 pm
Forum: Modding interface requests
Topic: Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script
Replies: 2
Views: 253

Re: Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script

+1, in quite a handful of my mods i rely on this behavior for compound entities, having invisible entities being able to interact with eachother by forcing the pickup/dropoff through script whilst preventing any nearby player placed entities from automatically connecting is vital, the new behavior ...
by Quezler
Tue Apr 08, 2025 9:42 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.44] ghost tiles appearing once, but not where they're allowed
Replies: 1
Views: 977

[Lou][2.0.44] ghost tiles appearing once, but not where they're allowed

After loading the world you can place 2 ghost tiles here, after removing them you can no longer place them.

It seems vaguely related to the player/controller position, if you move around a bit you get ~2 other random tiles the placement succeeds once on.

The overgrowth soils have an empty ...

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