Search found 112 matches

by thesixthroc
Thu Sep 04, 2025 7:15 pm
Forum: Modding interface requests
Topic: Event to detect when a cargo pod is launched
Replies: 4
Views: 498

Re: Event to detect when a cargo pod is launched

Bumping this with a polite FYI. I’d like to point out that tens of thousands of players are running find_entitites_filtered on every space platform above Cerys, Rubia, etc multiple times per second due to this missing API, which hurts performance of modded games.

Since (as mentioned above) cargo ...
by thesixthroc
Thu Sep 04, 2025 5:49 pm
Forum: Bug Reports
Topic: [2.0.65] Miscolorations in Aquilo tile transitions
Replies: 0
Views: 46

[2.0.65] Miscolorations in Aquilo tile transitions

This is not really a bug report but this is the closest forum I could think of.

Most tiles in Factorio have a nice graphics set — however, the graphics for rough ice and for most types of snow have some tile transitions that are miscolored red. Tile transitions are hard for modders to make, so if ...
by thesixthroc
Tue Sep 02, 2025 1:16 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 5074

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

Checkbox setting is a bad idea, belt building is a high-complexity system that needs to be fully stable before considering forking all the behavior (not to mention all the corner cases two systems would create when interacting with other systems in the game).
by thesixthroc
Thu Aug 21, 2025 12:33 am
Forum: Bug Reports
Topic: [2.0.64] Failure to suppress MacOS system accent menu
Replies: 0
Views: 220

[2.0.64] Failure to suppress MacOS system accent menu

When I hold any key (like 'A' to move), Factorio can under some conditions fail to suppress the native system accent menu on MacOS (version 15.6), which appears in the top-left above the game window (as pictured). This should only appear when writing text.

I think this can be suppressed by ...
by thesixthroc
Sat Aug 02, 2025 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.62] Space locations have no tooltip debug info
Replies: 2
Views: 307

[2.0.62] Space locations have no tooltip debug info

I sometimes use the debug setting show-debug-info-in-tooltips to know the internal name of a prototype on hover, but this doesn't work for planets and space locations (in Factoriopedia or the starmap).
by thesixthroc
Mon Jul 14, 2025 5:27 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 3817

Re: QualityPrototype extended

I suppose this request should have been in this thread: viewtopic.php?t=129837
by thesixthroc
Fri Jul 11, 2025 8:49 pm
Forum: Modding interface requests
Topic: Quality support for radius_visualisation_specification
Replies: 2
Views: 442

Quality support for radius_visualisation_specification

In Cerys, higher-quality towers have a larger heating range. For the player-constructible towers that the player can hold in their cursor, the current value of radius_visualisation_specification.distance is 15, which matches their actual heating range at Normal quality.

It would be fantastic for ...
by thesixthroc
Wed Jun 18, 2025 11:58 am
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 3817

Re: QualityPrototype extended



I appreciate that most of these entries are not capped at 1, because that would break the already working property for the Inverted Quality mod.


How is that? So far a QualityPrototype::level is uint32, which means a default_multiplier = `1 + 0.3 * level` was never able to go below value of 1 ...
by thesixthroc
Wed Jun 18, 2025 11:28 am
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 3817

Re: QualityPrototype extended

I appreciate that most of these entries are not capped at 1, because that would break the already working property for the Inverted Quality mod.
by thesixthroc
Fri Jun 06, 2025 9:13 pm
Forum: Not a bug
Topic: [2.0.55] Installing a modpack doesn’t enable dependencies
Replies: 1
Views: 441

[2.0.55] Installing a modpack doesn’t enable dependencies

If you already have certain mandatory dependencies of a modpack installed, then installing the modpack won’t check those dependencies and thus the client will error when the user restarts.
by thesixthroc
Fri Jun 06, 2025 12:01 am
Forum: Bug Reports
Topic: [2.0.55] Loading states in the multiplayer game browser
Replies: 0
Views: 532

[2.0.55] Loading states in the multiplayer game browser

Several fields show as 'None' while the modlist is being fetched for a multiplayer game, notably including the modlist. This should presumably be blank or 'Loading...'.

This applies to all servers so is easy to reproduce.
by thesixthroc
Fri May 30, 2025 10:02 pm
Forum: Modding interface requests
Topic: Regarding disabled prerequisites still blocking
Replies: 2
Views: 472

Re: Prerequisites no longer blocking when disabled

Yes required_when_disabled would be even better, that would not be a breaking change.
by thesixthroc
Wed May 28, 2025 3:54 pm
Forum: Modding interface requests
Topic: Regarding disabled prerequisites still blocking
Replies: 2
Views: 472

Regarding disabled prerequisites still blocking

As of the latest release (2.0.52), if a prerequisite LuaTechnology has enabled=false, it still blocks its successors unless researched=true. Such prerequisites are normally hidden from the player.

For modders who at runtime want to disable a technology and prevent it blocking successors such that ...
by thesixthroc
Tue May 20, 2025 3:55 pm
Forum: Ideas and Suggestions
Topic: New mod dependency category to be downloaded by default
Replies: 9
Views: 1323

New mod dependency category to be downloaded by default

I often wish to highly recommend a dependency by making it download by default, but not mandatory so that players are able to opt-out.

The current workaround is to make the mod mandatory, but add a 'Disable mod' checkbox to the dependency. A number of my mods have this checkbox and the drawback is ...
by thesixthroc
Mon May 12, 2025 10:32 pm
Forum: Modding interface requests
Topic: [Resolved] Bug with quality modules being immune to quality
Replies: 5
Views: 754

Re: Bug with quality modules being immune to quality

I've realized the real cause of this issue: Inverted Quality flips the sign of the effect of the quality effect of quality modules.

It makes sense that the engine would react by making that quality effect immune to quality, so this is not a bug.
by thesixthroc
Mon May 12, 2025 8:38 pm
Forum: Resolved Problems and Bugs
Topic: Clicking tags in chat doesn't consume the click
Replies: 2
Views: 371

Re: Clicking tags in chat doesn't consume the click

I reproducibly obtained this effect when the GUI (Factoriopedia) is opened _by_ the chat click.

However, I can no longer reproduce this on 2.0.48.
by thesixthroc
Mon May 12, 2025 2:51 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.48] launch_rocket can fail to launch rocket
Replies: 4
Views: 1752

Re: [2.0.48] Two issues with launch_rocket

Thanks.

Attached is the mod Planet-Hoppers 3.0.0 since I have just removed that release from the Portal.

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