Search found 12 matches

by radical_larry
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 ...
by radical_larry
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.
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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?
by radical_larry
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 ...
by radical_larry
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.
by radical_larry
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 ...
by radical_larry
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.
by radical_larry
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 ...
by radical_larry
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.
by radical_larry
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 ...

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