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 ...
Search found 428 matches
- 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
- 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 ...
- 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 ...
- 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.
- 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.
I was trying to decompress and recompress the file, so it's in a .7z format since I didn't keep the original.
- 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 ...
- 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 ...
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 ...
- 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
That doesn't appear to be made clear anywhere though...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".
- Sun Mar 23, 2025 12:16 pm
- Forum: Modding interface requests
- Topic: better quality properties
- Replies: 3
- Views: 222
Re: better quality properties
Ah, that must have been a misunderstanding. "number fields" is very vague.curiosity wrote: Sun Mar 23, 2025 8:11 amNot at all. One is about making object properties' quality scaling configurable, the other is about allowing recipes to manipulate quality.
- 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 ...
- 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 ...
- Sun Mar 23, 2025 12:38 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"
How are autosaves 6 and 7 non-standard? Please explain.
- 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
+1
- 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.
- Sat Mar 22, 2025 11:42 pm
- Forum: Modding interface requests
- Topic: better quality properties
- Replies: 3
- Views: 222
- 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 ...
- 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".
Still waiting for it to be implemented or marked as "won't implement".
- 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 ...
- 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 ...
Potential Implementation ...
- 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 ...