Search found 160 matches

by Quezler
Wed Mar 26, 2025 6:13 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.43] expected resources (map/resource) inaccurate for probabilities
Replies: 1
Views: 132

[boskid][2.0.43] expected resources (map/resource) inaccurate for probabilities

The expected results are floated down, resulting in way less or even 0 reporting under expected resources.

The expected behavior is that probabilities are shown/summed, possibly rounded to 2 decimals.

Throw this in a data-final-fixes.lua and create a new world, notice how on the starting ore plots ...
by Quezler
Wed Mar 26, 2025 11:39 am
Forum: Ideas and Suggestions
Topic: include the list of prototypes when a sprite is not found
Replies: 0
Views: 45

include the list of prototypes when a sprite is not found

it would be beneficial if the ingame error prompt included which prototypes it was about, currently it is only visible in the log which makes debugging just the ingame crash message needlessly harder:
by Quezler
Tue Mar 25, 2025 11:58 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.42] mismatches when exporting->importing upgrade planner
Replies: 3
Views: 522

Re: [boskid][2.0.42] mismatches when exporting->importing upgrade planner

also related to upgrade planners & module position preservation, yet ruled on differently: 121895
by Quezler
Wed Mar 19, 2025 9:37 pm
Forum: Not a bug
Topic: [2.0.33] beacons in 2.0 don't list their effects in the sidebar
Replies: 3
Views: 383

Re: [2.0.33] beacons in 2.0 don't list their effects in the sidebar

Mostly meaningless i can agree with, however it still has value, being able to see what a beacon tries to transmit provides some excellent utility.

Heck, i didn't even actively realize 4 speed modules in a beacon provides more speed than 4 speed modules directly in the machine, sure it does says a ...
by Quezler
Wed Mar 05, 2025 4:43 pm
Forum: Modding interface requests
Topic: Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv
Replies: 4
Views: 410

Re: Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv

Note that since 2.0.36 the trash_inventory_size was fixed allowing us to add items to the non-controlbehavior-inventory, but that's still very much a fixed size so its still quite a pain if you only know how much you'll end up wanting to insert in the control stage, it would still be desirable if ...
by Quezler
Wed Mar 05, 2025 12:09 pm
Forum: Modding interface requests
Topic: LuaRendering::draw_icon()
Replies: 2
Views: 216

LuaRendering::draw_icon()

It would be nice if you could draw alt-mode like icons with luarendering, LuaRendering::draw_sprite() exists but it is insufficient, it cannot:
- draw those sdf/shadow things neatly around icons like alt mode would
- draw quality (tbh just add another draw_sprite() for that, but this request is ...
by Quezler
Mon Mar 03, 2025 9:33 am
Forum: Resolved Problems and Bugs
Topic: [2.0.37] Grey line next to car icon when in car
Replies: 2
Views: 530

Re: [2.0.37] Grey line next to car icon when in car

the left side and bottom left corner of the production tab of assembling machines seem to have it too:
by Quezler
Sun Mar 02, 2025 4:15 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.37] Grey line next to car icon when in car
Replies: 2
Views: 530

[2.0.37] Grey line next to car icon when in car

The button thingie for the car has a dark vertical line to the right of it, just make a fresh instance, create a new world and place a car:
by Quezler
Sun Mar 02, 2025 3:25 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Replies: 3
Views: 737

[Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag

Steps to reproduce:

1) install the mod or add this code somewhere

table.insert(data.raw["furnace"]["recycler"].flags, "not-rotatable")


2) start a new world and place a recycler

3) create a blueprint (either a blueprint or ctrl + c)

4) press rotate, notice how the preview hasn't rotated yet ...
by Quezler
Tue Feb 25, 2025 6:45 pm
Forum: Duplicates
Topic: [2.0.35] "read working" stays 0 even if it crafted something that tick
Replies: 0
Views: 165

[2.0.35] "read working" stays 0 even if it crafted something that tick

> duplicate of https://forums.factorio.com/127062, but phrased differently and with easy step by step instructions
> see also: https://discord.com/channels/1214952937613295676/1285467033357516850/1342937255710294087

if a crafting machine finished crafting but lacks the materials to begin progress ...
by Quezler
Tue Feb 25, 2025 10:34 am
Forum: Documentation Improvement Requests
Topic: remove the auxilary migrations example
Replies: 8
Views: 362

Re: remove the auxilary migrations example

the current example leads new modders to believe that this is what they must do when they shuffle technology effects around, but since the game itself resets the technology effects now this example serves no practical purpose whatsoever, and not sure how you are seeing "it spelled out" because it is ...
by Quezler
Mon Feb 24, 2025 11:38 am
Forum: Documentation Improvement Requests
Topic: item.set_blueprint_entities() clears the mapping even when nothing changes
Replies: 2
Views: 272

Re: item.set_blueprint_entities() clears the mapping even when nothing changes

an extra remark:

i resorted to reading and writing the blueprint entities as a whole because "hey, its convenient and nothing warns me against it" even when all i did was edit blueprint entity tag since there was no apparent harm, if anything set_blueprint_entity_tag seemed like the "older ...
by Quezler
Mon Feb 24, 2025 11:26 am
Forum: Documentation Improvement Requests
Topic: remove the auxilary migrations example
Replies: 8
Views: 362

Re: remove the auxilary migrations example

@curiosity note that it was just a small remark on the section as a whole, but in either case the current example does something that is no longer needed.
by Quezler
Sun Feb 23, 2025 6:00 pm
Forum: Documentation Improvement Requests
Topic: remove the auxilary migrations example
Replies: 8
Views: 362

remove the auxilary migrations example

It came up on the discord today, an user tried getting lua migrations to work so their recipes stay unlocked, but since 2.0 the technology effects reset by default:

https://discord.com/channels/139677590393716737/1217401074877599745/1343242961793585193
https://lua-api.factorio.com/latest/auxiliary ...
by Quezler
Sat Feb 22, 2025 8:35 pm
Forum: Bug Reports
Topic: [2.0.35] (lots of) asteroid collision particles form several horizontal black lines
Replies: 0
Views: 140

[2.0.35] (lots of) asteroid collision particles form several horizontal black lines

It is best observed on video (see attachments) and not as an image.

When you have a lot of asteroid collision particles going on you'll observe evenly spaced horizontal lines in which no asteroid fragments seem to render.

Minor issue, under normal circumstances you will not see enough asteroid ...
by Quezler
Fri Feb 21, 2025 2:21 pm
Forum: Minor issues
Topic: [2.0.35] debug settings starts off a little too small
Replies: 0
Views: 134

[2.0.35] debug settings starts off a little too small

- fresh instance
- new world
- f4
- notice "show multiplayer selection rectangles unconditionally" being slightly cut off
- use the force dropdown / collision layer dropdown / search / always-debug tab
- notice the gui widening a little bit to accomodate the longest debug setting

expected behavior ...
by Quezler
Fri Feb 21, 2025 9:35 am
Forum: Minor issues
Topic: [2.0.35] nauvis_t_section menu simulation flashes broken guardrails the first frame
Replies: 0
Views: 185

[2.0.35] nauvis_t_section menu simulation flashes broken guardrails the first frame

During the first frame of the `nauvis_t_section` menu simulation there is a chance that extra guardrails are rendering.

It appears to be slightly random, but a fair guess is that it depends on whether the menu simulation before it had certain entities or not.
by Quezler
Thu Feb 20, 2025 5:47 pm
Forum: Documentation Improvement Requests
Topic: item.set_blueprint_entities() clears the mapping even when nothing changes
Replies: 2
Views: 272

item.set_blueprint_entities() clears the mapping even when nothing changes

The on_player_setup_blueprint has a mapping, in the description it warns that it can become "incorrect":

Note: if any mod changes the blueprint this will be incorrect.

However this seems to suggest that if a mod adds/removes an entity to the blueprint that the numbers will simply not line up ...
by Quezler
Thu Feb 20, 2025 4:10 pm
Forum: Resolved Requests
Topic: EntityPrototypeFlag "get-by-unit-number" should not be mentioning input actions
Replies: 1
Views: 152

EntityPrototypeFlag "get-by-unit-number" should not be mentioning input actions

The flag suggests it can (in addition to making the entity support the get_by_unit_number) replace the cursor position with the unit number,
however after my initial attempts and a talk with boskid https://discord.com/channels/1214952937613295676/1285467033357516850/1341858205478944928 it basically ...

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