Search found 103 matches

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: 280

[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: Pending
Topic: [2.0.55] Loading states in the multiplayer game browser
Replies: 0
Views: 409

[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: 363

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: 363

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: 898

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: 586

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: 282

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: 1277

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: Resolved Problems and Bugs
Topic: [2.0.48] launch_rocket can fail to launch rocket
Replies: 4
Views: 1277

[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: 539

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: 539

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: 539

[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: [Resolved] Bug with quality modules being immune to quality
Replies: 5
Views: 586

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: [Resolved] Bug with quality modules being immune to quality
Replies: 5
Views: 586

[Resolved] 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: 1013

[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: 117

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: 1634

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.

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