Search found 129 matches

by MrSmoothieHuman
Tue Jul 15, 2025 2:34 pm
Forum: Mod portal Discussion
Topic: Give any mod that depends on space-age the space age category
Replies: 4
Views: 255

Give any mod that depends on space-age the space age category

I decided to search through the overhaul page yesterday to find something new to play, and i didnt want to play with space age - after disabling the space age category, there were a *multitude* of mods that were still visible that required space age to run or were based around its mechanics.
So i ...
by MrSmoothieHuman
Tue Jul 08, 2025 4:35 pm
Forum: Won't implement
Topic: Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips
Replies: 2
Views: 178

Re: Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips

Fair enough! very glad to hear about some extra support for custom details, i've been sprinkling them around using fake locales so far :lol:
by MrSmoothieHuman
Tue Jul 08, 2025 3:49 pm
Forum: Won't implement
Topic: Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips
Replies: 2
Views: 178

Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips

Currently neither solar panels nor solar panel equipment show what their performance_at_day/night values are, regardless of what they are. this feels like an oversight, since it should be information that the player should be able to easily see.
07-08-2025, 16-45-32.png
07-08-2025, 16-45-47.png ...
by MrSmoothieHuman
Tue Jul 08, 2025 10:33 am
Forum: Mods
Topic: Krastorio 2 Mod Fails to Load on 1.1.101 – Any Fix?
Replies: 1
Views: 119

Re: Krastorio 2 Mod Fails to Load on 1.1.101 – Any Fix?

are you using the most recent version, or the last version made for 1.1?
by MrSmoothieHuman
Mon Jul 07, 2025 12:26 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 39
Views: 2963

Re: QualityPrototype extended


I wont be accepting any more requests about the additions to quality prototype anymore (with the only possible exceptions being stuff that is already affected by quality if i get convinced it would make sense).

i thought of something that is already affected by quality - modules; could we get ...
by MrSmoothieHuman
Sun Jul 06, 2025 11:38 pm
Forum: Documentation Improvement Requests
Topic: Mention secondary_draw_order on the render_layer documenation
Replies: 0
Views: 101

Mention secondary_draw_order on the render_layer documenation

Wanted to ask about having an extra line or so added to the data stage render_layer page, which mentions/links to the secondary_draw_order page? I just personally had to deal with overlapping render_layers and the only fix for it was to use secondary_draw_order - which took a second to find due to ...
by MrSmoothieHuman
Sun Jul 06, 2025 5:58 pm
Forum: Mod portal Discussion
Topic: Community voted tags and categories
Replies: 5
Views: 350

Re: Community voted tags and categories

+1, it'd defintely be useful for mismatched mods, but i could imagine it causing some issues with overhaul mods that do alter things, but dont outright add new content (for things like armour, storage, etc).
I am in support of this though, i just could see a possible issue arising from it :lol:
by MrSmoothieHuman
Sat Jul 05, 2025 10:42 pm
Forum: Won't implement
Topic: Let inserters place fish back into the water
Replies: 7
Views: 399

Let inserters place fish back into the water

As the humanitarians that factorio players are, I’d love to have the ability to return fish to the water (in reverse to the existing easter egg of taking them out the water :P )
this’d be personally useful for me, as i plan to have fish breeding be a part of a mod i am developing; and being able to ...
by MrSmoothieHuman
Thu Jul 03, 2025 9:08 pm
Forum: Won't implement
Topic: Allow the quality of a entity to be changable at runtime
Replies: 2
Views: 168

Re: Allow the quality of a entity to be changable at runtime

fair, its what i expected - glad to hear it was considered though!
by MrSmoothieHuman
Thu Jul 03, 2025 8:05 pm
Forum: Won't implement
Topic: Allow the quality of a entity to be changable at runtime
Replies: 2
Views: 168

Allow the quality of a entity to be changable at runtime

Wanted to ask about the possibility of allowing the quality of a building to be changable at runtime? I'm not sure how feasible it'd be, but i know a lot of modders would like to make use of it in some capacity.
I personally want to use it to create beacons that can change their beacon range without ...
by MrSmoothieHuman
Thu Jul 03, 2025 5:07 pm
Forum: Modding interface requests
Topic: Add a way to stop beacons benefiting from BeaconDistributionModifier
Replies: 1
Views: 226

Add a way to stop beacons benefiting from BeaconDistributionModifier

similar to the uses_force_mining_productivity_bonus, i'd like to be able to have something similar for beacons that disallows them from using the BeaconDistributionModifier.
I specifically want it for a beacon im adding where it wouldnt make much sense for their distribution to be increased via ...
by MrSmoothieHuman
Wed Jul 02, 2025 11:10 am
Forum: Ideas and Suggestions
Topic: Hide Unavailable Items from Factoriopedia
Replies: 4
Views: 399

Re: Hide Unavailable Items from Factoriopedia

i agree that there should be a setting for hiding locked recipes, but even if they were a seperate colour - they should use the dark green thats already used for unresearched recipes, not red (which is already used for non-handcraftable recipes)
by MrSmoothieHuman
Wed Jul 02, 2025 9:33 am
Forum: Outdated/Not implemented
Topic: Allow us put more landing pads. With high distance from each
Replies: 15
Views: 2508

Re: Allow us put more landing pads. With high distance from each

the technology effect for multiple pads is already in the API, so you could easily add a mod that puts them behind promethium science!
making them not placable by range would be a bit harder though, and would require some runtime scripting to get to work..
by MrSmoothieHuman
Mon Jun 30, 2025 5:16 pm
Forum: Modding interface requests
Topic: CraftingMachinePrototype.drops_full_belt_stacks
Replies: 6
Views: 702

Re: CraftingMachinePrototype.drops_full_belt_stacks

+1, I plan to use vector place results a lot in my mod(s), and the fact they cant drop stacks is annoying - especially considering in my context, they are high-powered machines designed for bulk throughput
by MrSmoothieHuman
Sun Jun 29, 2025 7:49 pm
Forum: Assigned
Topic: [raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
Replies: 3
Views: 607

Re: [2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"


The crash is fixed for the next release - it will simply shows a "corrupt map" error at the load screen.

I just want to ask, will this not let players use their save? the only reason i ask is because this is stopping me from releasing a major update (and while i dont expect anything special for ...
by MrSmoothieHuman
Sun Jun 29, 2025 2:24 am
Forum: Assigned
Topic: [raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
Replies: 3
Views: 607

Re: [2.0.58] Crash when loading into a save from the start menu

Small update, deleting all the reactors I had placed in the save seems to have stopped it from crashing - which almost certaintly puts the blame on them :lol:
by MrSmoothieHuman
Sat Jun 28, 2025 10:33 am
Forum: Assigned
Topic: [raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
Replies: 3
Views: 607

[raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"

I am currently expirencing a crash that seems to happen uncommonly when booting into one of my saves, due to a fluidbox issue. This was also happening on 2.0.55, and i specifically went to the newest release to see if it fixed it, but it still occurs with the exact same error and message in the ...
by MrSmoothieHuman
Tue Jun 24, 2025 2:31 pm
Forum: Not a bug
Topic: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
Replies: 3
Views: 292

Re: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip

sure, but accumulators show their specified buffer_capacity - unless under the hood it is handled differently for them? but that is why i thought it was a bug in the first place, since something else in vanilla *does* show it :lol:

thanks for the response though :]
by MrSmoothieHuman
Sat Jun 21, 2025 9:08 pm
Forum: Ideas and Requests For Mods
Topic: Willing to pay somebody to make a planet mod for me [Please Delete]
Replies: 4
Views: 339

Re: Willing to pay somebody to make a planet mod for me

I read through your document, and i really like the sound of this idea! While im not able to do the work, you might be better off also asking in the mod-dev-discussion channel in the factorio discord server?
at the minimum, you'd be able to get advice on how to do some of these things/how feasible ...
by MrSmoothieHuman
Fri Jun 20, 2025 1:50 pm
Forum: Not a bug
Topic: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
Replies: 3
Views: 292

[2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip

I wasn't entirely sure wether this'd be a feature request or a bug, but I've encountered an issue when a BurnerGenerator is given a buffer_capacity - it does not appear on the tooltip when you hover over the entity (it also doesn't appear in the factoriopedia tooltip either).

This is the building ...

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