Search found 46 matches

by kryojenik
Fri Jul 11, 2025 8:52 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.24] Loaders configured for stacking don't properly fill the belt
Replies: 4
Views: 1315

Re: [2.0.24] Loaders configured for stacking don't properly fill the belt

This should be moved to resolved. Was fixed in 2.0.57(2.0.56).

129343
by kryojenik
Sun Mar 30, 2025 5:49 pm
Forum: Implemented mod requests
Topic: LogisticSection::set_slot is dangerous (easily crashes mods)
Replies: 2
Views: 524

LogisticSection::set_slot is dangerous (easily crashes mods)

In 2.x a logistic section can only contain a given filter once. For historical context, 1.x allowed duplicate signals to be created in a control behavior and it summed the values. This now happens between duplicate signals across unique logistic sections on the same combinator.

The built in chooser ...
by kryojenik
Wed Mar 26, 2025 5:56 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.42] Pretty printer for LuaPlayer has the wrong value for index
Replies: 1
Views: 1506

[boskid][2.0.42] Pretty printer for LuaPlayer has the wrong value for index

I believe this is only a minor cosmetic issue, but figured I'd report it anyway.

When doing game.print() on a LuaPlayer object it pretty prints some of the members (index, name, controller, position, surface, and connected). In that display it shows the index as '0' when the index is actually 1. If ...
by kryojenik
Sun Feb 23, 2025 3:03 am
Forum: Not a bug
Topic: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
Replies: 3
Views: 390

Re: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string

Look like a similar thing to viewtopic.php?p=662942#p662942 where LuaRecord::contents was being created as a compacted list without keys which resulted in LuaRecord::get_active_index() to point to non-existing keys in LuaRecord::contents.
by kryojenik
Sun Feb 23, 2025 2:55 am
Forum: Not a bug
Topic: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
Replies: 3
Views: 390

Re: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string

I'm not sure I understand your response here, as it really doesn't apply to what I demonstrated.

Are you saying there are two different formats with in 2.0.35, or that 1.1.x and 2.x are two different formats? If it is the latter, yeah that's clear. What isn't clear is why 2.x generates two ...
by kryojenik
Sun Feb 23, 2025 12:51 am
Forum: Not a bug
Topic: [2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string
Replies: 3
Views: 390

[2.0.35] 1.1 BP converted during game load is converted differently than pasting via BP string

A 1.1 blueprint in a players storage, game inventory, or game library are all converted upon load into 2.x. Filters in constant combinators have their location (index) changed. All filters in the combinator are compacted into a 1 indexed, sequential list with no gaps. If you export that BP on 1.1 ...
by kryojenik
Sun Feb 23, 2025 12:15 am
Forum: Resolved Problems and Bugs
Topic: [2.0.35] Crash after mod error on updating BP in library (SingleBlueprintRecord check fails)
Replies: 1
Views: 1320

[2.0.35] Crash after mod error on updating BP in library (SingleBlueprintRecord check fails)

This is a crash of the factorio binary after an error in a mod crashes the mod / save game.

It specifically happens when attempting to update a blueprint in a players library, and not when attempting to update a blueprint in the game library. While attempting to update the BP in the game library ...
by kryojenik
Sat Feb 15, 2025 5:39 pm
Forum: Modding interface requests
Topic: LuaRecord::get_active_index not usable
Replies: 1
Views: 326

LuaRecord::get_active_index not usable

LuaRecord::get_active_index() was added in 2.0.29, presumably to allow working with blueprint book stored in players or game libraries. This LuaRecord is also now ( 2.0.34 ) the way we interact with updated blueprints in on_player_setup_blueprint (https://forums.factorio.com/88100).

If picking up a ...
by kryojenik
Thu Feb 13, 2025 10:34 pm
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 31
Views: 5112

Re: Add setting to hide unresearched items/recipes in factoriopdia

+1

Wholeheartedly yes. This capability from Recipe Book is sorely missed.
by kryojenik
Sat Jan 11, 2025 3:21 pm
Forum: Ideas and Suggestions
Topic: Add spoilage priority to loaders
Replies: 4
Views: 758

Re: Add spoilage priority to loaders

Koub wrote: Sun Dec 08, 2024 9:11 am [Koub] Merged into an older thread with the same suggestion.
@Koub

Which conversation did you merge this into. I think viewtopic.php?f=6&t=123696 used to be one, but it appears to have been removed.
by kryojenik
Thu Jan 02, 2025 4:54 am
Forum: Won't implement
Topic: Feature flags improvement
Replies: 24
Views: 3184

Re: Feature flags improvement



It doesn't need to be official, but more just officially recommended as the one and only "enable feature flags" mod so there's only one mod that other mods need to check for and there aren't fifty different mods for the same thing

Why would the other mods be checking for a mod when they should ...
by kryojenik
Mon Dec 30, 2024 4:04 pm
Forum: Won't implement
Topic: Feature flags improvement
Replies: 24
Views: 3184

Re: Feature flags improvement


Exactly. If there are only non-SA mods enabled, SA binary will behave exactly the same as non SA binary to make it possible for MP games to be possible between SA and non-SA binaries. As such there is nothing to change here. If all features would be enabled by default in SA binary then cross ...
by kryojenik
Thu Dec 26, 2024 1:12 am
Forum: Won't implement
Topic: Feature flags improvement
Replies: 24
Views: 3184

Feature flags improvement

The idea that certain engine capabilities are locked behind feature flags is a great idea and I support their use. Where the current implementation falls down is an inability to interrogate their presence.

The current implementation of feature flags does not indicate weather or not a feature exists ...
by kryojenik
Thu Dec 19, 2024 6:10 pm
Forum: Resolved Requests
Topic: [2.0.27] Surface.create_entitty / InventoryFilter API documentation
Replies: 3
Views: 794

Re: 2.0.27 surface.create_entitty / InventoryFilter API documentation

robot256 wrote: Thu Dec 19, 2024 5:55 pm Good catch. FYI there is a separate subforum for documentation issues: viewforum.php?f=233
Bah, yeah, this should go there then. I figured there had to be. I was looking in the wrong parent. :oops:
by kryojenik
Thu Dec 19, 2024 4:24 pm
Forum: Resolved Requests
Topic: [2.0.27] Surface.create_entitty / InventoryFilter API documentation
Replies: 3
Views: 794

[2.0.27] Surface.create_entitty / InventoryFilter API documentation

The surface.create_entity documentation indicates that the 'filters | request_filters' keys take a parameter of type 'array[InventoryFilter](?)' when the type is inserter, loader, or logistics-container.

logistics-container:
request_filters :: array[InventoryFilter]?

loaders:
filters :: array ...
by kryojenik
Fri Dec 06, 2024 1:07 am
Forum: Not a bug
Topic: [2.0.24] Loaders show wrong max energy consumption
Replies: 4
Views: 453

Re: [2.0.24] Loaders show wrong max energy consumption

Thanks for the added explanation. Was just wrapping my head around that and doing the additional maths too. I understand now. Thanks for putting up with me. :shock:
by kryojenik
Fri Dec 06, 2024 12:51 am
Forum: Not a bug
Topic: [2.0.24] Loaders show wrong max energy consumption
Replies: 4
Views: 453

Re: [2.0.24] Loaders show wrong max energy consumption

But all the different speed loaders should show the same value? Was that a compromise that came in with the fix for 118529? Prior to that the showed reasonable values.
by kryojenik
Fri Dec 06, 2024 12:48 am
Forum: Resolved Problems and Bugs
Topic: [2.0.24] Loaders configured for stacking don't properly fill the belt
Replies: 4
Views: 1315

[2.0.24] Loaders configured for stacking don't properly fill the belt

12-05-2024, 18-35-21.png

For a chest that is being fed by 6 full red belts (180 items/s) and being drained by 1 red belt (stacked to 4 layers - 120 items / second)

If the chest is completely full (bottom), the output belt will be completely full (32 items / tile).

If the chest is not completely ...
by kryojenik
Fri Dec 06, 2024 12:22 am
Forum: Not a bug
Topic: [2.0.24] Loaders show wrong max energy consumption
Replies: 4
Views: 453

[2.0.24] Loaders show wrong max energy consumption

Yes, I saw https://forums.factorio.com/119762 was marked not-a-bug, but I don't think it properly (completely) described the issue.

The same loaders in the save game provided in https://forums.factorio.com/118529 are in play here. In 2.0.13 each loader showed a different value for their max energy ...
by kryojenik
Sun Nov 03, 2024 11:25 pm
Forum: Modding interface requests
Topic: Upgrade planer alternatives
Replies: 0
Views: 245

Upgrade planer alternatives

There are destruction_alternative, and factoriopedia_alternative properties that allow entities with differing properties to be merged into a single (player facing) entity in all the selections. However, this doesn't apply to the upgrade planer. When a player tries to make an upgrade planer they see ...

Go to advanced search