Search found 12 matches
- Wed May 20, 2026 2:12 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 19
- Views: 1178
Re: Overwrite dependency incompatibility
That topic you linked has a person asking for a way to tell users that mods are incompatible in a clean way. That's reasonable. But why not include a button into that UI that lets the user continue anyways? What's the downside? Why is "just keep loading the game" suddenly so controversial, if that's ...
- Wed May 20, 2026 1:26 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 19
- Views: 1178
Re: Overwrite dependency incompatibility
Attempting to start up the game with whatever mods are to be loaded is not really a feature, it's the default and expected behavior. The game refusing to even try, depending on some arbitrary list each mod keeps around, is a feature, a very questionable feature that makes no sense to me.
- Wed May 20, 2026 12:09 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 19
- Views: 1178
Re: Overwrite dependency incompatibility
I think incompatible mod list is a bad idea overall, it's nice to indicate user that a mod will not work with another mod but it's flawed in several way:
- A mod author can prevent you from using a mod because he want. I saw some case of this and honestly, that annoying.
- Most incompatibility is ...
- Fri May 15, 2026 3:11 pm
- Forum: Modding interface requests
- Topic: ChargeableGraphics animations and LightningAttractor/LightningProperties additions
- Replies: 0
- Views: 88
ChargeableGraphics animations and LightningAttractor/LightningProperties additions
It would be really nice if chargeablegraphics would support animations for its default state, not just while charging/discharging. The animation transitions between charging and discharging could also be improved by letting us set a flag to not restart the animation on the first frame, but rather ...
- Fri May 15, 2026 7:23 am
- Forum: Bug Reports
- Topic: [2.0.76] LightningProperties multiplier_surface_property not taken into account by factoriopedia
- Replies: 0
- Views: 125
[2.0.76] LightningProperties multiplier_surface_property not taken into account by factoriopedia
The average lightning power density entry of a planet in the factoriopedia doesn't change with multiplier_surface_property. The actual lightning frequency still seems to be correctly affected by it, so the entry in factoriopedia must be wrong.
On that note, how is this number calculated by the game?
On that note, how is this number calculated by the game?
- Thu May 14, 2026 9:27 pm
- Forum: Won't fix.
- Topic: [2.0.76] Setting LightningProperties to stupid values prevents the game from starting
- Replies: 1
- Views: 192
[2.0.76] Setting LightningProperties to stupid values prevents the game from starting
Ask me how I know. Anyways, maybe let the menu screens at least temporarily cap lightnings_per_chunk_per_tick of the currently shown planet to some sane value so the player can get into the main menu instead of having to force quit it because there's thousands of lightning strikes per tick happening ...
- Thu Oct 09, 2025 5:15 pm
- Forum: Mod portal Discussion
- Topic: Allow transferring mod ownership to someone else
- Replies: 2
- Views: 780
Re: Allow transferring mod ownership to someone else
That's amazing, I will have a look once the other person accepts their invitation.
- Thu Oct 09, 2025 4:45 pm
- Forum: Mod portal Discussion
- Topic: Allow transferring mod ownership to someone else
- Replies: 2
- Views: 780
Allow transferring mod ownership to someone else
Not sure if this is the correct subforum for this request. Mod permissions are good, but I'd like to be able to fully transfer a mod I made to someone else who wants to maintain/update/improve on it. By now the mod portal exists long enough to have accumulated a lot of orphaned mods, so breathing ...
- Thu Apr 10, 2025 10:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.24] incorrect BoilerPrototype temperature/energy calculations
- Replies: 3
- Views: 2666
Re: [boskid][2.0.24] incorrect BoilerPrototype temperature/energy calculations
If you want to keep the API the way it is, you should rewrite the docs to explain it correctly. The relationship between fluid input/output ratio and temperature values is not obvious at all.
- Mon Dec 09, 2024 3:22 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.24] incorrect BoilerPrototype temperature/energy calculations
- Replies: 3
- Views: 2666
[boskid][2.0.24] incorrect BoilerPrototype temperature/energy calculations
The simplest way to recreate this bug is by increasing the default_temperature of steam. For default_temperature < target_temperature of the vanilla boiler, it will start producing more steam, as it seems to calculate the production rate by the difference between its target_temperature and the ...
- Wed Dec 04, 2024 11:38 am
- Forum: Not a bug
- Topic: [2.0.23] FusionReactorPrototype does not respect burnt_result
- Replies: 3
- Views: 866
Re: [2.0.23] FusionReactorPrototype does not respect burnt_result
Oh, I did not think about that. Now it works as intended, thank you.
- Wed Dec 04, 2024 2:07 am
- Forum: Not a bug
- Topic: [2.0.23] FusionReactorPrototype does not respect burnt_result
- Replies: 3
- Views: 866
[2.0.23] FusionReactorPrototype does not respect burnt_result
>What did you do?
I added a modded item with a fuel_value, with the fuel_category set to fusion, and a burnt_result item. Then I inserted that item into a fusion reactor.
>What happened?
The fusion reactor consumed the item without returning the burnt_result item.
>What did you expect to happen ...
I added a modded item with a fuel_value, with the fuel_category set to fusion, and a burnt_result item. Then I inserted that item into a fusion reactor.
>What happened?
The fusion reactor consumed the item without returning the burnt_result item.
>What did you expect to happen ...