Search found 428 matches

by BraveCaperCat
Mon Apr 07, 2025 3:39 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Ghost Modules in machines being upgraded are displayed incorrectly
Replies: 1
Views: 118

[2.0.43] Ghost Modules in machines being upgraded are displayed incorrectly

What did you do?
I upgraded some assembling machine 2s to assembling machine 3s and put 4 ghost modules in them while they were still upgrading.
Reproduction steps

Open or create a new save game.
Place any amount of Assembling Machine 2s.
Use an upgrade planner or remote view to upgrade the ...
by BraveCaperCat
Fri Apr 04, 2025 11:16 am
Forum: Modding interface requests
Topic: More than one input slot on furnace prototypes
Replies: 1
Views: 121

Re: More than one input slot on furnace prototypes

An example of where this could be applied is the mod shapeztorio which implements the control logic solution in their swap box "machine", which as in the description is actually a container prototype with added control scripting. Right now, the "Rotate 180 + stack" and "Rotate 90CW + stack" machines ...
by BraveCaperCat
Fri Apr 04, 2025 11:08 am
Forum: Modding interface requests
Topic: More than one input slot on furnace prototypes
Replies: 1
Views: 121

More than one input slot on furnace prototypes

I'm pretty sure a discussion about furnace prototype input slots has occured before (I just couldn't find it) but here I'm requesting that furnace prototypes have more than 1 input slot. Currently, the only alternative is to make a storage entity and perform a lot of complex control scripting to ...
by BraveCaperCat
Mon Mar 31, 2025 3:40 pm
Forum: Modding help
Topic: [Desync] Inverted Quality
Replies: 2
Views: 181

Re: [Desync] Inverted Quality

There's been 2 more desyncs since, but for some reason the attachments won't send on the forums. The messages are sent, but the attachments are missing. I deleted them since they didn't make much sense without having the attachments.
by BraveCaperCat
Mon Mar 31, 2025 2:53 pm
Forum: Modding help
Topic: [Desync] Inverted Quality
Replies: 2
Views: 181

[Desync] Inverted Quality

I'm only posting this here because the file is too large for other methods. It's not my mod.
I was trying to decompress and recompress the file, so it's in a .7z format since I didn't keep the original.
by BraveCaperCat
Sun Mar 30, 2025 2:30 am
Forum: Won't fix.
Topic: [2.0.20] Walls connecting to space
Replies: 7
Views: 1185

Re: [2.0.20] Walls connecting to space



Does that mean you won't fix any visual issues? Because that's what your logic would imply.


If they aren't causing any actual problems, yes.


As noted below, this is now causing an actual problem.


I was wondering if this would get some attention now that most major bugs has been resolved ...
by BraveCaperCat
Thu Mar 27, 2025 9:28 pm
Forum: Development tools
Topic: Proposal: Publish JSON schema for mod's info.json on API Docs portal
Replies: 2
Views: 645

Re: Proposal: Publish JSON schema for mod's info.json on API Docs portal

Screenshot 2025-03-27 212528-modified.png
As seen in the provided image, the FMTK is compatible with NPM-supporting editors. I'm sorry if your editor of choice doesn't support NPM packages.
Disclaimer: Biased opinion. Copied and Modified from your post. VSCode has great UI clearance, performant ...
by BraveCaperCat
Mon Mar 24, 2025 12:04 pm
Forum: Not a bug
Topic: [2.0.42] Orbital drop pod countdown visualization inconsistent
Replies: 9
Views: 2928

Re: [2.0.42] Orbital drop pod countdown visualization inconsistent

Genhis wrote: Mon Mar 24, 2025 11:25 am Thanks for the report, this is not a bug. The cooldown is specific to the item type and the visualisation means "this item won't be dropped for some time unless bundled with an item which doesn't have cooldown".
That doesn't appear to be made clear anywhere though...
by BraveCaperCat
Sun Mar 23, 2025 12:16 pm
Forum: Modding interface requests
Topic: better quality properties
Replies: 3
Views: 222

Re: better quality properties

curiosity wrote: Sun Mar 23, 2025 8:11 am
BraveCaperCat wrote: Sat Mar 22, 2025 11:42 pm Related to 126369.
Not at all. One is about making object properties' quality scaling configurable, the other is about allowing recipes to manipulate quality.
Ah, that must have been a misunderstanding. "number fields" is very vague.
by BraveCaperCat
Sun Mar 23, 2025 1:01 am
Forum: General discussion
Topic: What's your interplanetary logistics and Space Platform strategy?
Replies: 22
Views: 7625

Re: What's your interplanetary logistics and Space Platform strategy?


How about your Rocket Silos ?

How do you fill them? Via "Automatic requests from space platforms"? Or via Requestor Chests, micro-managing what is sent? (I had a setup where I switched via Constant Combinator what shall be loaded in the array) - or else?
How many Silos do you think are ...
by BraveCaperCat
Sun Mar 23, 2025 12:47 am
Forum: Technical Help
Topic: [2.0.42] Crash loading saves: "Corrupt map: unknown quality prototype ID 9"
Replies: 12
Views: 646

Re: [2.0.42] Crash loading saves: "Corrupt map: unknown quality prototype ID 9"


Usually factorio only has 3. You have to change a file, which I consider non-standard since this is not the case for most options


Ah. There are a lot of other people who also do that, which is why I was confused about them being non-standard. Thank you for the clarification. I hope the devs fix ...
by BraveCaperCat
Sun Mar 23, 2025 12:35 am
Forum: Modding interface requests
Topic: A setting on recipes to only output 1 item.
Replies: 20
Views: 5680

Re: A setting on recipes to only output 1 item.

I thought I only needed a quality filter for recipe ingredients/results for what I want, but this is also required for what I'd like.
+1
by BraveCaperCat
Sat Mar 22, 2025 11:53 pm
Forum: Modding interface requests
Topic: Hiding modules from allowed module list
Replies: 1
Views: 161

Re: Hiding modules from allowed module list

Seems like a good idea. Can't wait to see your mod once it's done. And how bad that active modules list looks like when you add overclocked efficiency, productivity and quality modules to your mod.
by BraveCaperCat
Sat Mar 22, 2025 11:42 pm
Forum: Modding interface requests
Topic: better quality properties
Replies: 3
Views: 222

Re: better quality properties

KilJaeden wrote: Sat Mar 22, 2025 12:29 pm by making number fields take formulas such as "quality_modifier*2", most properties if not all can be allowed to scale with quality.
Related to 126369.
by BraveCaperCat
Sat Mar 22, 2025 10:25 am
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 82
Views: 29915

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game


Alright, I have to say it: Space Age being a DLC is absurd. Ten years later, we’re handed this massive expansion that’s practically a new game in itself—new planets, space travel, tons of content that easily outscales the base game—and they slap on a purple DLC ribbon like it's a minor update. I ...
by BraveCaperCat
Wed Mar 19, 2025 1:20 pm
Forum: Modding interface requests
Topic: [Space Age] Quality Recipes
Replies: 6
Views: 565

Re: [Space Age] Quality Recipes

Still not implemented or marked as "won't implement".
Still waiting for it to be implemented or marked as "won't implement".
by BraveCaperCat
Mon Mar 17, 2025 2:00 am
Forum: Modding interface requests
Topic: Hidden space platforms
Replies: 2
Views: 598

Re: Hidden space platforms


It would be useful to be able to hide space platforms from the sidebar GUI and the manual rocket launch GUI.

This would allow scripted space platforms that can trigger rocket launches by their logistic requests, but cannot be interacted with by the player directly.


Have you tried hiding the ...
by BraveCaperCat
Mon Jan 27, 2025 2:43 pm
Forum: Modding interface requests
Topic: [Space Age] Quality Recipes
Replies: 6
Views: 565

[Space Age] Quality Recipes

I want to add a feature to my mod which increases/decreases the quality of the inserted item(s) using a recipe, but this is currently impossible since I can't filter the quality level of an item or output a specific item quality. I propose that this becomes possible.
Potential Implementation ...
by BraveCaperCat
Thu Jan 23, 2025 12:03 pm
Forum: Modding interface requests
Topic: Setting-based migrations
Replies: 0
Views: 190

Setting-based migrations

Hi! I'm making this request because one of the users of a mod I'm a collaborator on wants to add a setting to the mod to disable specific mod compatibilities. (and by mod compatibilities, I mean using other people's planets instead of our own) They provided code and everything, but they also ...

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