Search found 290 matches

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: 584

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: 425

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: 309

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: 537

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: 442

[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: 1379

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: 1379

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: 843

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: 843

[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: 192

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: Bug Reports
Topic: [2.0.71] duplicate custom_tooltip_fields on equipment prototypes
Replies: 0
Views: 180

[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: 150

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: 787

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: 211

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: 211

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 ...
by Quezler
Fri Oct 17, 2025 9:53 am
Forum: Fixed for 2.1
Topic: [2.0.71] inventory-bonus-equipment does not display energy usage in description
Replies: 1
Views: 305

[2.0.71] inventory-bonus-equipment does not display energy usage in description

the energy usage of said equipment is defined as the electrical drain, but nowhere in the tooltip does it mention that it actually consumes 100kW.

`{"description.constant-energy-consumption"}` would probably fit better than just "(min.) consumption" i suppose.
by Quezler
Mon Oct 13, 2025 7:14 pm
Forum: Duplicates
Topic: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
Replies: 2
Views: 278

Re: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled

eugenekay wrote: Mon Oct 13, 2025 7:01 pm Previously
oh that unfortunate, it would be really nice if recipe level effect restrictions took priority over effects on the machine since it makes no sense currently.
by Quezler
Mon Oct 13, 2025 6:42 pm
Forum: Duplicates
Topic: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
Replies: 2
Views: 278

[2.0.69] furnace with quality modules still applies quality to recipes with quality disabled

steps to reproduce:
- pick a -recycling recipe to set `allow_quality = false` on
- place a recycler and fill it with productivity modules
- set it to recycle your picked item from an infinity chest
- notice that it is able to product quality results of your item
- take a module from the recycler ...
by Quezler
Mon Oct 13, 2025 5:06 pm
Forum: Modding interface requests
Topic: saved_progress support for scripted research triggers
Replies: 1
Views: 169

saved_progress support for scripted research triggers

if the trigger for a technology is "scripted" you seem to be unable to set saved_progress on it in order to indicate it to the user, for example when there are multiple entities a player can mine and not just one so you can count it in your script and just update the saved progress and once its ...
by Quezler
Thu Oct 09, 2025 7:05 pm
Forum: Ideas and Suggestions
Topic: make selecting a train station ghost also draw the white rolling stock boxes
Replies: 0
Views: 104

make selecting a train station ghost also draw the white rolling stock boxes

asked the question the other day on a somewhat quiet factorio discord server and it gathered 5 whole reactions which is quite a lot there:

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