Search found 295 matches

by Quezler
Wed Dec 24, 2025 3:33 pm
Forum: Won't fix.
Topic: [2.0.72] proxy containers targeting furnace input do not wake inserters up
Replies: 1
Views: 137

[2.0.72] proxy containers targeting furnace input do not wake inserters up

- build shown setup
- /c storage.furnace = game.player.selected
- /c game.player.selected.proxy_target_entity = storage.furnace
- /c game.player.selected.proxy_target_inventory = defines.inventory.crafter_input
- put one stone in the input slot
- now wake the inserter (removing/placing the output ...
by Quezler
Sun Dec 21, 2025 8:18 pm
Forum: Bug Reports
Topic: [2.0.72] pollution has no quality diamond when energy usage scales with quality
Replies: 0
Views: 136

[2.0.72] pollution has no quality diamond when energy usage scales with quality

steps to reproduce:
- install krastorio 2
- unzip and open `prototypes/compatibility/quality-updates.lua`
- edit that file like https://codeberg.org/raiguard/Krastorio2/pulls/702/files does, the below code snippet is a simplification:

data.raw.furnace["kr-air-purifier"].energy_usage_quality ...
by Quezler
Fri Dec 12, 2025 11:19 am
Forum: Documentation Improvement Requests
Topic: note that technology's enabled & visible when disabled persist
Replies: 0
Views: 202

note that technology's enabled & visible when disabled persist

i was caught off guard that these behave like settings in terms of only being relevant for new worlds and then just staying at whichever value they were on.

a note saying that these are the default or something in order to warn people that these prototype properties don't actually influence ...
by Quezler
Fri Dec 12, 2025 10:35 am
Forum: Fixed for 2.1
Topic: [2.0.72] roboports do not list their recharge rates without quality present
Replies: 1
Views: 328

[2.0.72] roboports do not list their recharge rates without quality present

When only the normal quality is present it does not even list those robot recharge rates.

The expected behavior is that you can see how fast a roboport is able to charge robots, as well as how many.

Whilst the value only varies when quality is present i believe this to be valuable information to ...
by Quezler
Wed Nov 19, 2025 11:12 am
Forum: Documentation Improvement Requests
Topic: LuaPlayer::set_controller raises on_player_controller_changed
Replies: 0
Views: 168

LuaPlayer::set_controller raises on_player_controller_changed

it is currently not mentioned in a "raises" section:
by Quezler
Tue Nov 11, 2025 8:14 pm
Forum: Modding interface requests
Topic: Display recipe ingredients and results in the order they're declared in the prototype
Replies: 6
Views: 1000

Re: Display recipe ingredients and results in the order they're declared in the prototype

+1, for ocd purposed this is nice, just being able to match the order ingame with the order in the code without messing with overall order strings.
by Quezler
Fri Nov 07, 2025 7:35 pm
Forum: Mods
Topic: Space Exploration compatibility removal
Replies: 1
Views: 741

Re: Space Exploration compatibility removal

Hi, note that this only applies to Space Exploration version 0.7.36, the version before it doesn't do this, and the version after doesn't do it anymore.
by Quezler
Wed Oct 29, 2025 8:29 pm
Forum: Modding interface requests
Topic: LuaEntity::register_on_signal_changed
Replies: 2
Views: 430

Re: LuaEntity::register_on_signal_changed

+1, the current hack of using a crafting machine with a damaged ingredient and listening to on_object_destroyed on the itemstack's item or using an inserter picking up an item registered with on_object_destroyed is just a mess and very prone to mods that interact with assembling machines & energy ...
by Quezler
Fri Oct 24, 2025 2:42 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
Replies: 3
Views: 761

Re: [2.0.72] Holmium solution's base_color is incorrectly defined

Oh so that's why it always felt off, nice catch hope this gets fixed :D
by Quezler
Thu Oct 23, 2025 2:18 pm
Forum: Fixed for 2.1
Topic: [2.0.72] the quality mod references spoilage in it's locale
Replies: 2
Views: 639

[2.0.72] the quality mod references spoilage in it's locale

The recycler's entity and technology description mention "or turned to spoilage if they were biological.", but the quality mod itself adds no spoilage.

Expected behavior: spoilage should only be mentioned if space-age is enabled as well.
by Quezler
Wed Oct 22, 2025 8:36 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 2246

Re: Discussion/Poll: Potential unification of recipe category & additional_categories


If only every array[SomeID] could be converted into a dictionary[SomeID -> true]


that would be a welcome change in my eyes.

edit: and to that extend they should just add a global "list_to_map" function to all the data stages as well as control thst just don't depend on importing util.
by Quezler
Wed Oct 22, 2025 8:31 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 2246

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I would be in favor of an optional unified, when visiting the docs it should be pretty obvious that the default for it would be {"crafting"}, i cannot imagine wube would want to add that to each of their recipes so if it gets unified i can only imagine it being optional.

Heck i would even welcome ...
by Quezler
Tue Oct 21, 2025 2:56 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka][2.0.71] fuel pollution tooltip has a double space in it
Replies: 3
Views: 1344

Re: [2.0.71] fuel pollution tooltip has a double space in it

this one would be the GeneratorPrototype in fluid mode, i didn't check all the other places the fuel pollution tooltip could show up, they might suffer from the same, or not.
by Quezler
Tue Oct 21, 2025 2:41 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka][2.0.71] fuel pollution tooltip has a double space in it
Replies: 3
Views: 1344

[Bilka][2.0.71] fuel pollution tooltip has a double space in it

For comparison, the custom tooltip has just one space, the other one comes straight from the engine, shown on the K2SE gas burning generator burning petrol:
by Quezler
Tue Oct 21, 2025 11:00 am
Forum: Implemented mod requests
Topic: force.create_space_platform{silent?=...}
Replies: 2
Views: 329

force.create_space_platform{silent?=...}

The ability to create a space platform for a force without the chat notification that it got created.
by Quezler
Sun Oct 19, 2025 12:41 pm
Forum: Fixed for 2.1
Topic: [2.0.71] duplicate custom_tooltip_fields on equipment prototypes
Replies: 1
Views: 384

[2.0.71] duplicate custom_tooltip_fields on equipment prototypes

I was trying to update the Jetpack mod to have the thrust description in a custom tooltip instead of hardcoded into the locale.

It appears that custom tooltips applied to equipment prototypes show up twice in the description of the item instead of once.

data.raw["solar-panel-equipment"]["solar ...
by Quezler
Sun Oct 19, 2025 8:40 am
Forum: Ideas and Suggestions
Topic: give the main menu version string some margin on the left
Replies: 0
Views: 218

give the main menu version string some margin on the left

Right now it is squished against the left and has some margin at the top, it would be lovely if the distance from the edge would be closer to the same.
by Quezler
Fri Oct 17, 2025 2:25 pm
Forum: Modding interface requests
Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
Replies: 4
Views: 983

Re: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes

+1 for supporting this in general, and making the burner mining drill do it
by Quezler
Fri Oct 17, 2025 12:02 pm
Forum: Modding interface requests
Topic: scripted equipment grid equipment prototype
Replies: 2
Views: 290

Re: scripted equipment grid equipment prototype

no, the battery still comes with a mandatory energy bar, the wish is to have an equipment prototype that has no mandatory tooltips or sections like energy.
by Quezler
Fri Oct 17, 2025 9:57 am
Forum: Modding interface requests
Topic: scripted equipment grid equipment prototype
Replies: 2
Views: 290

scripted equipment grid equipment prototype

would be nice if there was an equipment prototype that just did nothing. (well maybe apart from supporting power usage and being able to turn on/off by script individually)

Pre 2.0 modders resort to using things like 1kw night vision, exoskeleton equipment, but those still very much perform a role ...

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