Search found 227 matches

by Quezler
Tue Oct 29, 2024 10:32 am
Forum: Resolved Requests
Topic: [2.0.12] on_object_destroyed fires after on_built_entity for quality upgraded entities
Replies: 4
Views: 577

Re: [2.0.12] on_object_destroyed fires after on_built_entity for quality upgraded entities

> Depending on when a given object is destroyed, this event will be fired at the end of the current tick or at the end of the next tick.

fair, i guess it does kinda say that if you read between the lines, it doesn't really say its queued so i always interpreted it as "it'll fire when the object is ...
by Quezler
Tue Oct 29, 2024 9:52 am
Forum: Resolved Requests
Topic: [2.0.12] on_object_destroyed fires after on_built_entity for quality upgraded entities
Replies: 4
Views: 577

[2.0.12] on_object_destroyed fires after on_built_entity for quality upgraded entities

this caught me off guard, i had code that checks for the presence of a compound entity (or ghost) to adopt inside the on_built_entity hook, and i have on_object_destroyed handling to clear up the old compound entities, but in the case of upgrading the quality of something the upgraded quality fired ...
by Quezler
Mon Oct 28, 2024 3:10 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.11] crash when the entity ghost you've opened gets upgraded
Replies: 1
Views: 1628

[Rseding91] [2.0.11] crash when the entity ghost you've opened gets upgraded

place an assembling machine ghost, open its gui, then drag an upgrade planner over the assembling machine whilst you still have the gui open.


Factorio crashed. Generating symbolized stacktrace, please wait ...
src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
src/Util ...
by Quezler
Sun Oct 27, 2024 9:06 pm
Forum: Implemented mod requests
Topic: being able to write to platform.name
Replies: 0
Views: 282

being able to write to platform.name

it would be nice if scripts couldn't only read a platform's name.
by Quezler
Fri Oct 25, 2024 7:08 am
Forum: Not a bug
Topic: [2.0.10] car under rocket silo ghost
Replies: 1
Views: 211

[2.0.10] car under rocket silo ghost

you can build a silo ghost over a car, which makes the car render under it and the silo will not build until you remove the car from under it
by Quezler
Thu Oct 24, 2024 9:10 pm
Forum: Duplicates
Topic: [2.0.10] storage chests with a filter force built over other containers loses its filter
Replies: 3
Views: 312

[2.0.10] storage chests with a filter force built over other containers loses its filter

- place a storage chest
- set a filter
- place a normal/requester/buffer/etc chest nearby
- make a blueprint of the storage chest
- force build it over the nearby chest
- notice the storage chest has no filter
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10-24-2024, 23-10-36.png (506.12 KiB) Viewed 312 times
by Quezler
Thu Oct 24, 2024 10:58 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.10] "trash unrequested" is present in guis of requester and buffer chests without trash slots
Replies: 2
Views: 1505

Re: [2.0.10] "trash unrequested" checkbox is present in the guis of requester and buffer chests without trash slots defi

note that when you do add trash slots to the prototype the chests don't realize it until you toggle the checkbox or copy paste settings from another chest:
by Quezler
Wed Oct 23, 2024 9:14 pm
Forum: Not a bug
Topic: [2.0.10] requester and buffer chests no longer have trash slots
Replies: 1
Views: 390

Re: [2.0.10] requester and buffer chests no longer have trash slots

nvm, move this to invalid please, its due to aai containers :|
by Quezler
Wed Oct 23, 2024 9:11 pm
Forum: Not a bug
Topic: [2.0.10] requester and buffer chests no longer have trash slots
Replies: 1
Views: 390

[2.0.10] requester and buffer chests no longer have trash slots

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10-23-2024, 23-11-25.png (45.4 KiB) Viewed 390 times
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10-23-2024, 23-11-32.png (120.99 KiB) Viewed 390 times
by Quezler
Mon Oct 21, 2024 9:04 am
Forum: Modding interface requests
Topic: [2.0.7] include quality in custom input event
Replies: 0
Views: 201

[2.0.7] include quality in custom input event

when you supply the prototype with `include_selected_prototype = true` you'll get the prototype, but not whatever quality of the thing you've hovered.

would be nice if the presence of that flag also tacked on the quality as `event.selected_quality` or something.
by Quezler
Sun Oct 20, 2024 7:33 pm
Forum: Not a bug
Topic: [2.0.6] absurd roboport construction ranges slow the game to a crawl
Replies: 1
Views: 490

Re: [2.0.6] absurd roboport construction ranges slow the game to a crawl

upon closer rubber ducking (https://discord.com/channels/1214952937613295676/1281881163702730763/1297642231548608543) it appears radar_range is to blame, i had not noticed it had grown alongside the construction area (fff mentioned roboports had 2 radar range, but apparently it is derived), the game ...
by Quezler
Sun Oct 20, 2024 7:03 pm
Forum: Not a bug
Topic: [2.0.6] absurd roboport construction ranges slow the game to a crawl
Replies: 1
Views: 490

[2.0.6] absurd roboport construction ranges slow the game to a crawl

if you want a roboport to cover the entire world you could do something silly like this in 1.1 with no repercussions (or so i recall)

data.raw["roboport"]["roboport"].construction_radius = 100000
(actually, this is just 100k, since the lag spike for 1 million (what you need for full coverage) is ...
by Quezler
Sun Oct 20, 2024 4:16 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.6] factoriopedia shows furnaces without slots under "made in"
Replies: 1
Views: 2103

[boskid][2.0.6] factoriopedia shows furnaces without slots under "made in"

small bug, resolved on my end by just creating a recipe category with nothing in it (as you arguably should),
but factoriopedia should not show a "made in" if a furnace has no input and/or output slots and thus cannot handle the recipe.

furnace.source_inventory_size = 0
furnace.result_inventory ...
by Quezler
Fri Oct 18, 2024 1:42 pm
Forum: Implemented mod requests
Topic: [2.0.5] cannot modify display panel via lua
Replies: 4
Views: 601

[2.0.5] cannot modify display panel via lua

These things do not appear to be editable (there is a control behavior, but that's for a totally different gui mode):

- always show
- show in chart
- icon
- message
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10-18-2024, 15-42-24.png (6.33 KiB) Viewed 601 times
by Quezler
Fri Oct 18, 2024 5:54 am
Forum: Resolved Problems and Bugs
Topic: [2.0.5] The target of a `WorkerRobotOrder` can be nil
Replies: 1
Views: 262

[2.0.5] The target of a `WorkerRobotOrder` can be nil

The documentation currently lists the target without a ?

It is possible to get a deconstruction order from the api where the target is missing,
on the test world add the remaining 49 normal robots to the roboport, and then try to deconstruct as many trees as you can in the roboport area.

it might ...
by Quezler
Fri Apr 05, 2024 5:32 pm
Forum: Mod portal Discussion
Topic: Mod Portal Feature Request: show dependency graph
Replies: 8
Views: 2730

Re: Mod Portal Feature Request: show dependency graph

FuryoftheStars wrote: Thu Apr 04, 2024 3:14 pm These can be uploaded to the forums. Not everyone uses Discord.
fiiiiiineee, i'll download the images and re-upload them to the forum:
Screenshot_2024-04-04_at_15.34.10.png
Screenshot_2024-04-04_at_15.34.10.png (157.67 KiB) Viewed 1754 times
Screenshot_2023-11-16_at_18.49.26.png
Screenshot_2023-11-16_at_18.49.26.png (204.78 KiB) Viewed 1754 times
by Quezler
Thu Apr 04, 2024 2:29 pm
Forum: Mod portal Discussion
Topic: Mod Portal Feature Request: show dependency graph
Replies: 8
Views: 2730

Re: Mod Portal Feature Request: show dependency graph

originally posted on the factorio discord, but crossposted since this forum post was pointed out to me: (picture previews available on discord)

been working on a little project these last few days, a javascript injectable that shows you which mods have added yours as a dependency:

```
document ...
by Quezler
Tue Mar 26, 2024 12:03 pm
Forum: Releases
Topic: Version 1.1.106
Replies: 3
Views: 10818

Re: Version 1.1.106

hiding the current-fluid icon on storage tanks whilst still showing the in/out arrows in alt mode as well as any filtered ports, and knowing which tile mining drills drop off their items to based on current rotation.

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