Search found 59 matches

by Quezler
Wed Nov 20, 2024 9:19 pm
Forum: Documentation Improvement Requests
Topic: [2.0.16] quality support for LuaFlowStatistics (currently its name & count)
Replies: 2
Views: 117

Re: [2.0.16] quality support for LuaFlowStatistics (currently its name & count)

yeah you're right, could you move this to documentation requests or something or should i make a new post for it?
by Quezler
Wed Nov 20, 2024 9:15 pm
Forum: Bug Reports
Topic: [2.0.20] script equipment grid ghost interactions/removal can create a lingering item request
Replies: 0
Views: 29

[2.0.20] script equipment grid ghost interactions/removal can create a lingering item request

steps to reproduce: - load world with mods (reproducible without the platform construction mod too) - place a linked/infinity chest and put each of your 3 tiers of personal battery away - head into remote view - place a (tier 3) battery as shown on the picture - confirm personal roboport is on and t...
by Quezler
Mon Nov 18, 2024 12:15 pm
Forum: Bug Reports
Topic: [2.0.19] sometimes the planet name doesn't stretch when hovering a platform
Replies: 0
Views: 55

[2.0.19] sometimes the planet name doesn't stretch when hovering a platform

when a ship is not moving the planet name sometimes does not stretch all the way, persists between save/load cycles and even game restarts.
by Quezler
Sun Nov 17, 2024 9:36 pm
Forum: Bug Reports
Topic: [2.0.19] upgrading the quality of a machine with module gaps rearanges them
Replies: 0
Views: 73

[2.0.19] upgrading the quality of a machine with module gaps rearanges them

i'm ocd and spaced out the efficiency modules so they're symetric, but when you mark it for upgrade and let bots do their thing the order/position is lost
by Quezler
Sun Nov 17, 2024 9:31 pm
Forum: Bug Reports
Topic: [2.0.19] ctrl + click doesn't add modules before the last module
Replies: 1
Views: 113

[2.0.19] ctrl + click doesn't add modules before the last module

it does not consider the empty slots before the last module when trying to ghost insert via remote view
by Quezler
Sun Nov 17, 2024 9:25 am
Forum: Bug Reports
Topic: [2.0.19] setting .active = false on a working thruster keeps some flame animations going
Replies: 0
Views: 59

[2.0.19] setting .active = false on a working thruster keeps some flame animations going

when you set a thruster's .active to false its animation and engine funnel glow thing stop, but the flame and exhaust animations keep playing. (see center one) disabeling a thruster that's already disabled will not cause the sprites to re-appear when the ship starts engaging again. the expected beha...
by Quezler
Sat Nov 16, 2024 4:17 pm
Forum: Bug Reports
Topic: [2.0.19] a hidden platform still shows in the remote view sidebar
Replies: 0
Views: 75

[2.0.19] a hidden platform still shows in the remote view sidebar

running this command to set the platform hidden, and then reading if its hidden both run as expected, but the platform doesn't get hidden from the sidebar: /c game.player.force.set_surface_hidden(game.player.surface, true) /c game.print(game.player.force.get_surface_hidden(game.player.surface)) the ...
by Quezler
Tue Nov 12, 2024 4:39 pm
Forum: Documentation Improvement Requests
Topic: [2.0.16]; usage on the RegistrationTarget page
Replies: 0
Views: 46

[2.0.16]; usage on the RegistrationTarget page

https://lua-api.factorio.com/latest/con ... arget.html

some have a ; and some don't (even amongst those with no text after it there are discrepencies)
by Quezler
Tue Nov 12, 2024 11:45 am
Forum: Resolved Problems and Bugs
Topic: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products
Replies: 13
Views: 5031

Re: [2.0.14] Speed module quality malus does not apply to in-progress products

does this mean that if you have for example a machine crafting with quality 3 epic modules and you swap/upgrade them with quality 3 legendary modules that the high quality chance for that recipe "has just gone down the drain", or does this only apply if the new quality % is lower than the ...
by Quezler
Mon Nov 11, 2024 10:44 am
Forum: Bug Reports
Topic: [2.0.16] preserving display panel configuration when upgrading/replacing with fast_replaceable_group ~= nil
Replies: 2
Views: 109

[2.0.16] preserving display panel configuration when upgrading/replacing with fast_replaceable_group ~= nil

When you have different tiers of display panels of the same size (like https://mods.factorio.com/mod/sign-post 2.0.0) and try to switch between them the configuration gets lost, i'm currently implementing my own bootleg version in lua that would handle most but not all cases, would be nice if this w...
by Quezler
Sun Nov 10, 2024 10:59 am
Forum: Bug Reports
Topic: [Lou][2.0.16] storage chest with filter force-built over buffer or requester loses filter (MR)
Replies: 0
Views: 59

[Lou][2.0.16] storage chest with filter force-built over buffer or requester loses filter (MR)

- place storage chest - set filter - build requester/buffer - make a blueprint of the storage chest - super force build it over the requester/buffer - notice that once its built it has no filter i recall a similar 2.0 issue that was fixed, but that broke other stuff so it might have reverted whateve...
by Quezler
Sat Nov 09, 2024 9:55 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.16] space-location.hidden still shows up in "buildable on"
Replies: 1
Views: 605

[Rseding91] [2.0.16] space-location.hidden still shows up in "buildable on"

ofc the mod can just come up with outrageous surface requirements so its never listed, but ideally a hidden space location would not suggest it can be built upon.
by Quezler
Wed Nov 06, 2024 2:14 pm
Forum: Not a bug
Topic: [2.0.15] asteroids with .active = false do stop moving, but they still rotate
Replies: 1
Views: 133

[2.0.15] asteroids with .active = false do stop moving, but they still rotate

ideally asteroids stop rotating their sprite too when they're "disabled by script".
by Quezler
Wed Nov 06, 2024 12:12 pm
Forum: Bug Reports
Topic: [2.0.15] surface.platform.starter_pack read is nil
Replies: 0
Views: 96

[2.0.15] surface.platform.starter_pack read is nil

run this command on an existing platform, a newly built platform, on a new platform in a new world, and it'll return nil: `/c game.print(game.player.selected.surface.platform.starter_pack)` the description states "The starter pack used to create this space platform.", but it SpacePlatform....

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