Search found 323 matches

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: 209

[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: Bug Reports
Topic: [2.0.76] item-request-proxy's removal plan can take out different items
Replies: 0
Views: 166

[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: Assigned
Topic: [Twinsen][2.0.76] invalid mod configuration can show for valid configurations after installing the dependency ingame
Replies: 0
Views: 163

[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: 314

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: Fixed for 2.1
Topic: [2.0.76] data stage crashes trigger a recycling recipe category error
Replies: 1
Views: 341

[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: Fixed for 2.1
Topic: [2.0.76] furnace input slot tooltip suggests incompatible recipes
Replies: 1
Views: 371

[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: Fixed for 2.1
Topic: [2.0.76] Expected resources from mining results below 1 can show as nothing
Replies: 1
Views: 514

[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: Documentation Improvement Requests
Topic: selection_priority does not always default to 50
Replies: 2
Views: 307

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: Documentation Improvement Requests
Topic: selection_priority does not always default to 50
Replies: 2
Views: 307

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: Fixed for 2.1
Topic: [2.0.76] hidden surfaces show incomplete alerts
Replies: 1
Views: 409

[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: 2167

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 for the next release
Topic: [2.0.75] lowering rocket_parts_required past a silo's stored parts deadlocks it
Replies: 2
Views: 524

[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 ...
by Quezler
Mon Feb 23, 2026 9:08 pm
Forum: Not a bug
Topic: [2.0.75] unlocked hidden qualities show the "ingredient quality" picker
Replies: 2
Views: 237

Re: [2.0.75] unlocked hidden qualities show the "ingredient quality" picker

some extra light on this:

so with Space Exploration we have a startup setting which hides the Quality mod for when you accidentally load with it and experience the WIP compatibility, the setting acts as an opt-in with a warning that stuff can chance in between versions and to not cry if things ...
by Quezler
Mon Feb 23, 2026 7:00 pm
Forum: Not a bug
Topic: [2.0.75] temporary container with `destroy_on_empty = false` keeps sending alerts
Replies: 3
Views: 355

Re: [2.0.75] temporary container with `destroy_on_empty = false` keeps sending alerts

Figured that'd be the response, kinda odd that destroy_on_empty is an option at all then honestly.
by Quezler
Mon Feb 23, 2026 6:58 pm
Forum: Bug Reports
Topic: [2.0.75] unlocked hidden qualities show the quality dropdown in production statistics
Replies: 0
Views: 282

[2.0.75] unlocked hidden qualities show the quality dropdown in production statistics

expected behavior: the player cannot see hidden qualities so the production statistics dropdown should not show them.

steps to reproduce:
- set the epic quality prototype to hidden
- /cheat all
- open production statistics
by Quezler
Mon Feb 23, 2026 6:57 pm
Forum: Not a bug
Topic: [2.0.75] unlocked hidden qualities show the "ingredient quality" picker
Replies: 2
Views: 237

[2.0.75] unlocked hidden qualities show the "ingredient quality" picker

expected behavior: the player cannot select hidden qualities so if there are no visible qualities then the gui should not show the quality button section.

steps to reproduce:
- set the epic quality prototype to hidden
- /cheat all
- place assembler
- open assembler
by Quezler
Mon Feb 23, 2026 12:21 pm
Forum: Ideas and Suggestions
Topic: Factoriopedia should list which science packs can fit inside a lab
Replies: 0
Views: 434

Factoriopedia should list which science packs can fit inside a lab

It would be nice if labs had a section for the science packs they can accept, and science packs having a section for labs they can be used in.
by Quezler
Mon Feb 23, 2026 10:22 am
Forum: Not a bug
Topic: [2.0.75] temporary container with `destroy_on_empty = false` keeps sending alerts
Replies: 3
Views: 355

[2.0.75] temporary container with `destroy_on_empty = false` keeps sending alerts

The expected behavior is that a temporary container without items inside stops refreshing the unclaimed cargo alert, since there is no more cargo left to claim.
by Quezler
Sun Feb 22, 2026 4:25 pm
Forum: Resolved Requests
Topic: TemporaryContainerPrototype::alert_after_time
Replies: 1
Views: 230

TemporaryContainerPrototype::alert_after_time

It could use a description that 0 means no alert, for time to live it is somewhat obvious 0 means infinite, but for 0 the alert means never instead of right away.
by Quezler
Tue Feb 17, 2026 12:18 pm
Forum: Documentation Improvement Requests
Topic: CargoDestination::station can be nil on read when type is station
Replies: 0
Views: 275

CargoDestination::station can be nil on read when type is station

on the space exploration discord we had to do an emergency hotfix for it: https://discord.com/channels/419526714721566720/1473271954193514567

basically the docs make you believe they're marked as optional since they only appear when the type matches theirs, but apparently when the type is station ...

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