Search found 95 matches

by thesixthroc
Mon May 12, 2025 10:32 pm
Forum: Modding interface requests
Topic: Bug with quality modules being immune to quality
Replies: 5
Views: 466

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: 229

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: Bug Reports
Topic: [2.0.48] launch_rocket can fail to launch rocket
Replies: 3
Views: 260

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.
by thesixthroc
Mon May 12, 2025 2:23 pm
Forum: Bug Reports
Topic: [2.0.48] launch_rocket can fail to launch rocket
Replies: 3
Views: 260

[2.0.48] launch_rocket can fail to launch rocket

Two bugs with launch_rocket are observed in the mod https://mods.factorio.com/mod/Planet-Hopper:

* In the attached save, launch_rocket fails to launch the player and returns false. The documentation is not exactly clear on when false will be obtained, but the player is standing near the rocket and ...
by thesixthroc
Fri May 09, 2025 1:30 pm
Forum: Not a bug
Topic: [2.0.47] Concrete from molten iron allows productivity modules
Replies: 6
Views: 379

Re: [2.0.47] Concrete from molten iron allows productivity modules

My interest was in the design of Factorio rather than how the engine implements that design. However thanks for confirming OP is not a bug (by which I mean a mistake in the implementation of the design).

It is interesting that it is a single exception among all (non-furnace, non-recycling) recipes ...
by thesixthroc
Thu May 08, 2025 9:39 pm
Forum: Not a bug
Topic: [2.0.47] Concrete from molten iron allows productivity modules
Replies: 6
Views: 379

Re: [2.0.47] Concrete from molten iron allows productivity modules

For the public record, this triggered discussions in the Factorio discord to which I will link instead of summarize: https://discord.com/channels/1396775903 ... 4754672830
by thesixthroc
Thu May 08, 2025 5:00 pm
Forum: Not a bug
Topic: [2.0.47] Concrete from molten iron allows productivity modules
Replies: 6
Views: 379

[2.0.47] Concrete from molten iron allows productivity modules

Productivity modules claim to only work when producing intermediates, but this recipe seems to be the one exception in the game (excluding science packs and fluoroketone cooling for reasons.)
by thesixthroc
Sat May 03, 2025 12:07 am
Forum: Modding interface requests
Topic: Bug with quality modules being immune to quality
Replies: 5
Views: 466

Re: Quality modules can be immune to quality

Actually, contra what is implied by the mod description all quality levels in that mod are positive. They all get +5 levels from what is listed, and the corresponding prototype properties are nerfed.

The bug is that a level=1 quality module and a level=3 quality module can have equal effects. This ...
by thesixthroc
Fri May 02, 2025 10:58 pm
Forum: Modding interface requests
Topic: Bug with quality modules being immune to quality
Replies: 5
Views: 466

Bug with quality modules being immune to quality

If the levels of the quality chain are inverted, then unlike other modules Quality modules are insensitive to the level of their quality.

Observed in https://mods.factorio.com/mod/Inverted-Quality

EDIT: Removed images that may be more confusing than helpful.
by thesixthroc
Fri May 02, 2025 1:56 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.47] Inserter arm rotation speed doesn’t respect modded Normal quality
Replies: 1
Views: 802

[boskid][2.0.47] Inserter arm rotation speed doesn’t respect modded Normal quality

If the level of the Normal quality is set greater than zero, then unlike most entities Normal inserters still act as if the level is zero.

This can be observed in https://mods.factorio.com/mod/Inverted-Quality
by thesixthroc
Sat Apr 26, 2025 4:30 pm
Forum: Ideas and Suggestions
Topic: Production statistics toggle to show percentages
Replies: 1
Views: 91

Production statistics toggle to show percentages

Rather than 'Crusher 2.8 MW' it would show 'Crusher 23%'.
by thesixthroc
Wed Apr 23, 2025 12:22 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] result_is_always_fresh does not produce fresh items
Replies: 3
Views: 1392

Re: [2.0.43] result_is_always_fresh does not produce fresh items

Sure, attached is a simple save showing the effect with mod The-Foundry-Playtests v0.3.5.

The effect is observed with an assembler.
by thesixthroc
Wed Apr 23, 2025 12:36 am
Forum: Resolved Problems and Bugs
Topic: [2.0.43] result_is_always_fresh does not produce fresh items
Replies: 3
Views: 1392

[2.0.43] result_is_always_fresh does not produce fresh items

Despite the documentation (and indeed the name of the field), result_is_always_fresh=true recipes do not produce perfectly fresh items but instead items aged by how long the recipe took to craft.

This is hard to notice if the spoil timers are long but is obvious with e.g. a 10s spoil timer and a ...
by thesixthroc
Tue Apr 22, 2025 2:20 am
Forum: Mod portal Discussion
Topic: Bug with expansion filters
Replies: 1
Views: 383

Bug with expansion filters

If you go to Most Downloaded then check Space Age and Overhaul, the top result is Pyanodons Hard Mode, even though this is not a Space Age mod and its only dependencies that are Space Age mods are optional.
by thesixthroc
Sat Apr 19, 2025 6:31 pm
Forum: Not a bug
Topic: [2.0.43] Production statistics can be deleted
Replies: 3
Views: 281

[2.0.43] Production statistics can be deleted

With the Factorio 2.0 update it is no longer always possible to see a production history of your force.

This is because when surfaces are deleted, their production statistics history is removed from the Global statistics view. This is (mostly!) a harmless fact for the purposes of vanilla, but ...
by thesixthroc
Sun Apr 13, 2025 11:44 pm
Forum: This Forum
Topic: Standalone client updating bug report
Replies: 2
Views: 414

Re: Standalone client updating bug report

Edited as requested.
by thesixthroc
Tue Mar 25, 2025 4:58 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.42] Crash loading save with rocket mod removed (map.cpp: removeEntitiesStagedForDeletion)
Replies: 1
Views: 1436

[Rseding91] [2.0.42] Crash loading save with rocket mod removed (map.cpp: removeEntitiesStagedForDeletion)

Game crashes on "Mutex lock failed: invalid argument" when loading a save that contains a modded silo&rocket.

Attached is the crash log and a sample save containing the silo from the mod Planet Hoppers. If you load it with only the Space Age mod, the client will crash.
by thesixthroc
Mon Mar 24, 2025 11:32 pm
Forum: Modding interface requests
Topic: Event to detect when a cargo pod is launched
Replies: 3
Views: 288

Re: Event to detect when a cargo pod is launched

Very well. I have several popular mods which restrict cargo drops under certain conditions and 'right after launch' proved to be the best UX, and while there is performance cost they seem to work fine by scanning the surface and intercepting pods.
by thesixthroc
Sun Mar 23, 2025 1:22 pm
Forum: This Forum
Topic: Standalone client updating bug report
Replies: 2
Views: 414

Standalone client updating bug report

Hi there, would it be possible to move this thread to Bug Reports? viewtopic.php?p=666517#p666517

I originally made this post in Technical Help as I initially wasn't sure if it was simply a problem on my end.
by thesixthroc
Sat Mar 22, 2025 5:20 pm
Forum: 1 / 0 magic
Topic: [2.0.20–2.0.41] Standalone client does not update automatically
Replies: 3
Views: 675

Re: [2.0.20–2.0.21] Standalone client does not update automatically

For avoidance of doubt, this is the exact configuration used. My standalones have no problem read/writing data for mods or saves based on these configurations.

/Applications/factorio-alt.app/config-path.cfg:
config-path=__PATH__executable__/../config
use-system-read-write-data-directories=false ...

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