Search found 8 matches

by nullevoy
Thu Jun 25, 2026 5:21 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.8] Resource map tooltips and search results do not reflect the quality of products
Replies: 3
Views: 635

[2.1.8] Resource map tooltips and search results do not reflect the quality of products

In my mod, I've made ores that give higher quality products. When hovering over them, the map view shows only the result items without their quality, so it's impossible to tell them apart from regular quality ores until the player gets closer and reads the ore's entity name.

06-25-2026, 19-12-38 ...
by nullevoy
Wed Jun 24, 2026 3:13 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.7] Crash when mining drills without fluidboxes mine fluid resources
Replies: 1
Views: 642

[2.1.7] Crash when mining drills without fluidboxes mine fluid resources

https://forums.factorio.com/download/file.php?mode=view&id=113023

While developing a mod, my game crashed as soon as a mining drill without fluidboxes mined my resource that has both item and fluid outputs. This does not happen when a fluidbox is present, and reading the stacktrace also points at ...
by nullevoy
Sat Dec 20, 2025 7:50 am
Forum: Minor issues
Topic: Cannot open vehicle item grids if equipment hasn't been inside
Replies: 3
Views: 677

Re: Cannot open vehicle item grids if equipment hasn't been inside

Is it also not possible to create the grid when the item is right clicked? Having this functionality would be rather nice for specific cases, but it's understandable if it can't easily be made to work.
by nullevoy
Sat Dec 20, 2025 6:51 am
Forum: Minor issues
Topic: Cannot open vehicle item grids if equipment hasn't been inside
Replies: 3
Views: 677

Cannot open vehicle item grids if equipment hasn't been inside

This is something I've encountered before, and thought of as annoying, but I was reminded of it more aggressively while playing TFMG.

When you have a new vehicle item, its equipment grid cannot be opened in any way, until the vehicle has been placed once, and any (ghost) equipment was placed inside ...
by nullevoy
Wed Jul 23, 2025 8:06 am
Forum: Modding interface requests
Topic: [Space Age] Quality Recipes
Replies: 10
Views: 3486

Re: [Space Age] Quality Recipes

+1
by nullevoy
Wed Jul 23, 2025 12:15 am
Forum: Duplicates
Topic: Assembler fixed_quality will show impossible quality overlays
Replies: 1
Views: 486

Assembler fixed_quality will show impossible quality overlays

On recipes that don't have input items, fixed_quality on assemblers will make the recipe draw quality overlays, despite outputting at normal quality.

07-23-2025, 02-11-13.png

I would honestly rather this be fixed by outputting the product at the correct quality (no other ways to output items at ...
by nullevoy
Tue Jul 22, 2025 11:56 pm
Forum: Won't implement
Topic: Quality Ore Patch Support
Replies: 3
Views: 1424

Re: Quality Ore Patch Support

I agree that either this, or some way to specify the output quality of an assembler recipe should be added, because there is physically no way to implement this without adding randomness from quality bonuses to the mix.

Happened to attempt making a mod for this today as well, but even fixing the ...

Go to advanced search