Search found 246 matches

by Quezler
Tue Aug 12, 2025 2:26 pm
Forum: Modding interface requests
Topic: Allow dependency on core
Replies: 5
Views: 142

Re: Allow dependency on core

Bilka wrote: Tue Aug 12, 2025 2:16 pm The core mod doesn't have a version number to depend on.
Any downside to just setting it (read: hardcoding) to the game's version that it is launched with instead of from an info.json?
by Quezler
Tue Aug 12, 2025 1:41 pm
Forum: Modding interface requests
Topic: Allow dependency on core
Replies: 5
Views: 142

Re: Allow dependency on core

I support this, as just discussed on discord (https://discord.com/channels/139677590393716737/306402592265732098/1404818240785350676) i have ran into it too a few times, ofc it is indeed highly unlikely someone does (manage to) disable base but it'd be nice to mark a mod to need a certain version of ...
by Quezler
Sat Aug 09, 2025 8:00 pm
Forum: Assigned
Topic: [Lou][2.0.63] tile_buildability_rules behaving differently than expected
Replies: 2
Views: 281

Re: [2.0.63] tile_buildability_rules behaving differently than expected

im not quite sure sure how that is relevant to this bug.

the problem is that the optional required tiles default to collisionmask::none, which when the tile buildability rules check it always returns false.

instead it should default to colliding with every layer or just skip the check entirely ...
by Quezler
Wed Aug 06, 2025 4:46 pm
Forum: Assigned
Topic: [Lou][2.0.63] tile_buildability_rules behaving differently than expected
Replies: 2
Views: 281

[Lou][2.0.63] tile_buildability_rules behaving differently than expected


local prototype = data.raw["assembling-machine"]["assembling-machine-1"]
prototype.tile_buildability_rules = prototype.tile_buildability_rules or {}
table.insert(prototype.tile_buildability_rules, {
area = prototype.collision_box,
colliding_tiles = {layers = {lava_tile = true}},
})


expected ...
by Quezler
Wed Aug 06, 2025 11:31 am
Forum: Not a bug
Topic: [2.0.63] .set_filter() inconsistency between loaders and inserters
Replies: 1
Views: 123

[2.0.63] .set_filter() inconsistency between loaders and inserters

When you set a filter on inserters it does **not** enable the "use filters" checkbox, if you set it on loaders it does enable it.

- new world
- /editor
- place hidden loader
- place an inserter
- run `/c game.player.selected.set_filter(1, {name = "wood"})` on both
- notice the inserter still has ...
by Quezler
Wed Aug 06, 2025 8:52 am
Forum: Resolved Problems and Bugs
Topic: [2.0.62] Space locations have no tooltip debug info
Replies: 2
Views: 245

Re: [2.0.62] Space locations have no tooltip debug info

aside from the name, what other debug values would you expect to show up for them? like what would make sense?
by Quezler
Fri Aug 01, 2025 1:42 pm
Forum: Won't fix.
Topic: [0.18.24] Every individual layer within an icon casts a shadow
Replies: 6
Views: 1875

Re: [0.18.24] Every individual layer within an icon casts a shadow

does look like there is _some_ support internally, items that render as part of blueprint (book) icons get a pass on being shadowed, as well as draw_as_light on the picture variations but that last one is pretty useless since it stops the sprite itself from rendering, and draw_as_glow still has the ...
by Quezler
Thu Jul 31, 2025 3:46 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.61] --dump-icon-sprites shifts everything southeast by one pixel
Replies: 1
Views: 663

[2.0.61] --dump-icon-sprites shifts everything southeast by one pixel

steps to reproduce:
- run factorio with said commandline option
- head into script-output and navigate to an icon that touches all the sides, like the deconstruction planner
- notice there is a 1px margin at the left and top, and the bottom and right have 1px cut off, the output is still 64x64, it ...
by Quezler
Thu Jul 31, 2025 1:23 pm
Forum: Won't fix.
Topic: [0.18.24] Every individual layer within an icon casts a shadow
Replies: 6
Views: 1875

Re: [0.18.24] Every individual layer within an icon casts a shadow

Just ran into this 5 years down the line, i must say that it is rather annoying that you cannot opt-out specific items to do the shadow yourself or any other way to bypass it other than generating the layered sprites yourself outside of the game, each layer casting a shadow is rather problematic.
by Quezler
Thu Jul 31, 2025 7:58 am
Forum: Assigned
Topic: [GFX] [2.0.61] 4 alert icons use black instead of a dark grey
Replies: 0
Views: 166

[GFX] [2.0.61] 4 alert icons use black instead of a dark grey

Originally reported by _CodeGreen on discord back in september, looks like its still the case and still only limited to those four:
07-31-2025, 09-57-11.png
07-31-2025, 09-57-11.png (103.26 KiB) Viewed 166 times
by Quezler
Wed Jul 30, 2025 6:38 pm
Forum: Implemented mod requests
Topic: LuaEntity function to query CURRENT pumping speed (for pumps and offshore pumps)
Replies: 3
Views: 491

Re: LuaEntity function to query CURRENT pumping speed (for pumps and offshore pumps)

This got added in 2.0.61: https://lua-api.factorio.com/latest/cla ... _last_tick

(the value shown in the sidebar is pumped_last_tick times 60, so despite what the naming might suggest its the value you are after)
by Quezler
Mon Jul 28, 2025 9:11 am
Forum: Resolved Requests
Topic: LuaSurface::create_entity control_behavior support for combinators
Replies: 1
Views: 110

LuaSurface::create_entity control_behavior support for combinators

Creating a combinator with control_behavior parameter present seems to apply it but it is not mentioned in the "Other attributes may be specified depending on the type of entity:" section.
by Quezler
Fri Jul 25, 2025 8:03 pm
Forum: Modding interface requests
Topic: Beacon interface / Beacons without inventory
Replies: 4
Views: 229

Re: Beacon interface / Beacons without inventory

Surface effects are basically unusable for the reasons we'd need a beacon interface, it affecting every entity on a surface that has opted in to it is way too broad and is a nightmare for anything aiming for cross-mod compatibility, currently its at most a gimic to give everything some speed or base ...
by Quezler
Fri Jul 25, 2025 1:05 pm
Forum: Ideas and Suggestions
Topic: Allow fast transferring out of automatic trains that are not in a station
Replies: 0
Views: 105

Allow fast transferring out of automatic trains that are not in a station

When trains are in automatic mode you cannot control+click items out of them, this would be useful when clearing clogged stations due to oversending by just being able to take it out of the train without having to open the gui, strangely you can control+click insert items into them already, but it ...
by Quezler
Fri Jul 25, 2025 11:04 am
Forum: Modding interface requests
Topic: Beacon interface / Beacons without inventory
Replies: 4
Views: 229

Re: Beacon interface / Beacons without inventory

Yes this would be very nice, i needed something like this for several of my mods so i ended up writing https://mods.factorio.com/mod/beacon-interface, but a beacon interface prototype would be preferable.
by Quezler
Fri Jul 25, 2025 10:54 am
Forum: Modding interface requests
Topic: LuaFluidBox::get_fluid_segment_extents() -> BoundingBox
Replies: 1
Views: 150

LuaFluidBox::get_fluid_segment_extents() -> BoundingBox

A way to get the fluid extends bounding box without having to figure out all the members of a fluid network and making a box that fits them all would be rather nice.
by Quezler
Thu Jul 24, 2025 8:58 pm
Forum: Modding interface requests
Topic: LuaFluidBox::get_fluid_segment_fluidboxes() -> array[LuaFluidBox]
Replies: 0
Views: 134

LuaFluidBox::get_fluid_segment_fluidboxes() -> array[LuaFluidBox]

A way to get all the fluidboxes that make up a segment.

Looks like its already somewhat accessible in the code since they get iterated for like the count function, it just seems non-deterministic so it would just need a sort before it gets returned i suppose.
by Quezler
Thu Jul 24, 2025 10:45 am
Forum: Ideas and Suggestions
Topic: Change color of lamp back to pure white
Replies: 20
Views: 1798

Re: Change color of lamp back to pure white

Since i got pinged here i'll give my two cents: when i place lamps i want to light up an area, the yellow tint just feels less bright, and with how long we had white lamps it just feels weird to go with this new color just because it got fixes after god knows how many years, since i always play ...
by Quezler
Wed Jul 09, 2025 7:12 pm
Forum: Ideas and Suggestions
Topic: allow pipette in editor mode's entity tab
Replies: 3
Views: 239

Re: allow pipette in editor mode's entity tab

i meant the tab on the bottom left, the scroll pane where all the entities are, those do not seem to be pipettable.

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