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.
Search found 95 matches
- Mon May 12, 2025 10:32 pm
- Forum: Modding interface requests
- Topic: Bug with quality modules being immune to quality
- Replies: 5
- Views: 466
- 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.
However, I can no longer reproduce this on 2.0.48.
- 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.
Attached is the mod Planet-Hoppers 3.0.0 since I have just removed that release from the Portal.
- 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 ...
* 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 ...
- 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 ...
It is interesting that it is a single exception among all (non-furnace, non-recycling) recipes ...
- 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
- 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.)
- 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 ...
The bug is that a level=1 quality module and a level=3 quality module can have equal effects. This ...
- 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.
Observed in https://mods.factorio.com/mod/Inverted-Quality
EDIT: Removed images that may be more confusing than helpful.
- 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
This can be observed in https://mods.factorio.com/mod/Inverted-Quality
- 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%'.
- 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.
The effect is observed with an assembler.
- 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 ...
This is hard to notice if the spoil timers are long but is obvious with e.g. a 10s spoil timer and a ...
- 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.
- 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 ...
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 ...
- 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.
- 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.
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.
- 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.
- 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.
I originally made this post in Technical Help as I initially wasn't sure if it was simply a problem on my end.
- 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 ...
/Applications/factorio-alt.app/config-path.cfg:
config-path=__PATH__executable__/../config
use-system-read-write-data-directories=false ...