Search found 103 matches
- Mon Jun 09, 2025 9:56 am
- Forum: Modding interface requests
- Topic: allow AssemblingMachinePrototype.fixed_quality regardless of fixed_recipe
- Replies: 1
- Views: 235
- 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.
- 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.
This applies to all servers so is easy to reproduce.
- 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.
- Thu May 29, 2025 4:42 pm
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 898
- 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 ...
For modders who at runtime want to disable a technology and prevent it blocking successors such that ...
- Tue May 20, 2025 4:09 pm
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 898
Re: New mod dependency category to be downloaded by default
One example where this would have been handy: https://mods.factorio.com/mod/Small-Spa ... 0910f780d4
- 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 ...
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 ...
- 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.
It makes sense that the engine would react by making that quality effect immune to quality, so this is not a bug.
- 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.
However, I can no longer reproduce this on 2.0.48.
- 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.
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: 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 ...
* 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: 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 ...
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: 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
- 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.)
- 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 ...
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: [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.
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: 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
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: 117
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: 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.
The effect is observed with an assembler.