[2.1.11] Upgrade planner modules slots don't upgrade modules in editor

Bugs which we just recently fixed in our development version and will reach you in the next release.
fi5hii
Fast Inserter
Fast Inserter
Posts: 121
Joined: Mon Oct 21, 2024 1:27 pm
Contact:

[2.1.11] Upgrade planner modules slots don't upgrade modules in editor

Post by fi5hii »

When you have an upgrade planner like this:
Screenshot 2026-07-17 at 01.03.29.png
Screenshot 2026-07-17 at 01.03.29.png (522.57 KiB) Viewed 270 times
In editor with instant upgrading checked the modules in those slots don't get upgraded but stay the same. When you want to drag that same upgrade planner over the machines to upgrade the modules it doesn't upgrade just the modules because the buildings are already on the target quality but the modules are not. You need to have the modules themselves separately in the upgrade planner to do that.

It works as intended if the instant upgrade setting is off.
My mods: Alcoholiotorio, More Hearts, Remove WDM Menu, Rainbow Menu Logos
Have some questions or want to chat? Join my discord
fi5hii
Fast Inserter
Fast Inserter
Posts: 121
Joined: Mon Oct 21, 2024 1:27 pm
Contact:

Re: [2.1.11] Upgrade planner modules slots don't upgrade modules in editor

Post by fi5hii »

eugenekay wrote: Thu Jul 16, 2026 11:32 pm 134252
I think my bug report is different? That one is talking about having beacons and modules separately as an upgrade path, I have modules in the entity settings. Having them separate is the way to get around entity settings not working in editor.
My mods: Alcoholiotorio, More Hearts, Remove WDM Menu, Rainbow Menu Logos
Have some questions or want to chat? Join my discord
eugenekay
Smart Inserter
Smart Inserter
Posts: 1191
Joined: Tue May 15, 2018 2:14 am
Contact:

Re: [2.1.11] Upgrade planner modules slots don't upgrade modules in editor

Post by eugenekay »

I am not a Moderator or Staff who can move posts to Duplicates; I can only guess that these posts seem Related based upon the Description and the Game's API documentation / observed behaviour. In general, Editor mode reports seem to be "Not a Bug" unless it causes a crash, since the Editor (by design) allows you to do things that are not possible in Normal Gameplay.

When using an upgrade-planner in normal gameplay it creates a new entity-upgrade Ghost on top of the upgraded machine; then this new entity has the Module upgrades applied to it (as item-request Ghost entities). Since the Editor is insta-replacing the Entity in the game state (not waiting for the next game Tick, as an Upgrade Planner does) there is no opportunity to create the item-request ghost on top of the entity-upgrade ghost.
Rseding91
Factorio Staff
Factorio Staff
Posts: 17216
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.1.11] Upgrade planner modules slots don't upgrade modules in editor

Post by Rseding91 »

I spent some more time thinking about this today and found a way to make this work for simple quality upgrades that also include modules. So at least this report is fixed for the next release.
If you want to get ahold of me I'm almost always on Discord.
Post Reply

Return to “Resolved for the next release”