Search found 24 matches

by CaitSith2
Fri Jun 06, 2025 2:36 pm
Forum: Not a bug
Topic: [2.0.47] feature-flag space_travel_required without tile prototype empty-space-tile doesn't offer to disable the mod
Replies: 2
Views: 586

Re: [2.0.47] feature-flag space_travel_required without tile prototype empty-space-tile doesn't offer to disable the mod

That feels inconsistent with everything else that triggers you to disable the mods that cause errors, instead of outright closing the game and leaving you to figure out exactly what mod caused the error on your own, if for example, somebody were to publish something to the mod portal blindly, and ...
by CaitSith2
Sat May 31, 2025 8:37 am
Forum: Not a bug
Topic: [2.0.47] feature-flag space_travel_required without tile prototype empty-space-tile doesn't offer to disable the mod
Replies: 2
Views: 586

[2.0.47] feature-flag space_travel_required without tile prototype empty-space-tile doesn't offer to disable the mod

What did you do?
Create a mod to have to have the mech-suit without needing to have space_age required.
Mod has feature flag "space_travel_required": true defined in info.json as required in order to enable flying armor.
No "empty-space" tile was defined, as I was unaware that this was required for ...
by CaitSith2
Tue Apr 22, 2025 6:47 am
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 67206

Re: Version 2.0.45


While yes, he is very good, normal players would not have the speedrun restrictions, as in no blueprint import, random seed, single sitting etc.


pretty sure blue print importing IS allowed for 100% achievement speedruns. the blueprint imports is for most of the speedrun categories, not ALL of ...
by CaitSith2
Thu Apr 17, 2025 10:27 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 67206

Re: Version 2.0.45


100% community simply needs make a mod that allows achievements with the old settings. i can't believe it was ever intended you would be able to get achievements on a map with basically idle biters.


The mod approach is dead simple. The mod just has to remove the "allowed_without_fight = false ...
by CaitSith2
Thu Apr 17, 2025 8:42 am
Forum: Not a bug
Topic: [2.0.45] "allowed_without_fight = false" achievements retroactively become allowed on map setting changes.
Replies: 1
Views: 263

[2.0.45] "allowed_without_fight = false" achievements retroactively become allowed on map setting changes.

What did you do?

I started a new game, where I set things that would disable all the allowed_without_fight = false achievements.

I checked the achievements and confirmed that all of the biter related achievements as well as the timed finishing the game achievements were disabled.

Using Editor ...
by CaitSith2
Wed Apr 16, 2025 8:41 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][2.0.45]Lack of information of what disables the "allowed_without_fight = false" achievements.
Replies: 0
Views: 503

[kovarex][2.0.45]Lack of information of what disables the "allowed_without_fight = false" achievements.

One thing that is notable is that 2.0.45 now disallows a number of easier than normal settings for the allowed_without_fight = false achievements. What would be helpful is if each settings tool tips were updated to indicate minimum/maximum value allowed to retain all achievements being possible ...
by CaitSith2
Sun Dec 22, 2024 7:19 pm
Forum: Not a bug
Topic: [2.0.27] Demo has full Factoriopedia content
Replies: 3
Views: 629

Re: [2.0.27] Demo has full Factoriopedia content

Probably not a bug, given that the only things excluded from the demo are the scenarios as well as the transport-belt-madness and tight-spot campaigns. Other than that, the base mod is 100% identical, so factoriopedia is going to be based off whats present in the base mod.
by CaitSith2
Thu Dec 05, 2024 8:59 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.23] Fish breeding applies productivity to catalysts
Replies: 4
Views: 2079

Re: [2.0.23] Fish breeding applies productivity to catalysts

Quality modules is unfortunately an ALL or NOTHING deal. That is ALL of the outputs get upgraded to the next quality tier, or NONE of them do. There currently is not a recipe prototype to "ignored_by_quality" on some count of the output, like there is for "ignored_by_productivity"
by CaitSith2
Mon Nov 18, 2024 8:04 am
Forum: Resolved Problems and Bugs
Topic: [Hrusa][2.0.15] Achievement Bug: "So Long and Thanks for all the Fish"
Replies: 13
Views: 6019

Re: Achievement Bug: "So Long and Thanks for all the Fish"

This seems to have been broken as of version 2.0.15. In my modded troubleshooting, it seems that the cargo_pod entity that is carrying the fish for the purposes seems to no longer be attached to the rocket entity as of the on_rocket_launched() event being called. This is also the time when I think ...
by CaitSith2
Sun Nov 10, 2024 6:11 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.16] Can't un-pause game while in Blueprint Editor
Replies: 2
Views: 2204

Re: [2.0.16] Can't un-pause game while in Blueprint Editor

Try hitting your keybind key for Pause, which in this case, should be the Pause/break key on the key board. I have confirmed that you can't bring up the menu while editing a blueprint while the game is paused, however, if you are allowed to pause/unpause the game, then hitting the pause keyboard key ...
by CaitSith2
Wed Oct 30, 2024 6:57 pm
Forum: Pending
Topic: [2.0.12] Crash upgrading spaceship in hub then deconstructing (SpacePlatformHub: sizeBefore == sizeAfter was not true)
Replies: 1
Views: 372

[2.0.12] Crash upgrading spaceship in hub then deconstructing (SpacePlatformHub: sizeBefore == sizeAfter was not true)

Save game, and an unpublished mod I was using for testing something else unrelated to this game, since this game is using it attached.

Reproduction of crash steps. Go to the space platform clearing named "Doomed to Crash Factorio 2.0.12". Rotate the inserter so that it is grabbing from the Infinity ...
by CaitSith2
Sun Dec 03, 2023 12:24 pm
Forum: Duplicates
Topic: Custom system cursors hides item in hand.
Replies: 1
Views: 716

Custom system cursors hides item in hand.

As seen from these screen shots, a big enough custom system cursor, can make it difficult to see the item in hand and its count. This can make the game more difficult to play correctly. I do not want to have to switch cursor profiles just to be in the game, if there can be some better way to ...
by CaitSith2
Thu Aug 10, 2023 3:48 am
Forum: Implemented mod requests
Topic: Custom furnace entity can't be smelted text
Replies: 2
Views: 2100

Custom furnace entity can't be smelted text

TL;DR
Custom furnace prototype "can't smelt" localized text


What ?
A way to specify custom localized "can't be smelted" text for a given furnace prototype, for example, a crusher could say "<item> can't be crushed", or for an incinerator, "<item> can't be incinerated.", or for an air filtering ...
by CaitSith2
Thu May 04, 2023 9:49 am
Forum: Duplicates
Topic: Same version mod mismatch overrides mod settings mismatch
Replies: 1
Views: 1027

Same version mod mismatch overrides mod settings mismatch

Found a case where a mod is exactly the same, but because of how the core system evaluates mod mismatch of same version, it can be possible for a startup setting to cause a same version mod mismatch error.

The root cause is if a require is conditional on a startup setting, then the .lua file that ...
by CaitSith2
Sat Mar 04, 2023 1:11 pm
Forum: Releases
Topic: Version 1.1.77
Replies: 7
Views: 15987

Re: Version 1.1.77

As someone that works on the Archipelago mod, this data dumping is very nice as it just obsoleted https://mods.factorio.com/mod/archipelago-extractor in its entirety.
by CaitSith2
Fri Sep 16, 2022 10:01 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
Replies: 1
Views: 2481

[1.1.69] spidertron-remote stack_size inconsistencies between data and control phase

I started playing around with stack size related stuff in the prototypes and have noted that the game is mostly consistent of not letting the mod run when stack sizes of things that should be 1 are not 1. The exception is the spidertron-remote prototype.

The game silently clamps the stack_size of ...
by CaitSith2
Mon Aug 22, 2022 10:10 pm
Forum: Duplicates
Topic: Artillery attack triggers "It stinks and they don't like it" achievment if you don't already have it.
Replies: 1
Views: 1127

Artillery attack triggers "It stinks and they don't like it" achievment if you don't already have it.

I was not expecting this achievement to trigger from a retaliation attack of the biters against artillery cannons. (Pollution dissipation was set to 0, so pollution stays in the chunk it was generated in.)
artillery retaliation triggers achievement.png
artillery retaliation triggers achievement.png (455.45 KiB) Viewed 1127 times
No idea if this is intentional or not.
by CaitSith2
Mon Aug 08, 2022 12:44 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.65] Integer value settings can accept decimal values
Replies: 1
Views: 3228

[1.1.65] Integer value settings can accept decimal values

1. Change a int setting that has a min value less than or equal to 0 to anything with a decimal point.

2. What I expected was for that value to go red since a decimal point input is not valid for int settings.
2. What I got, as shown in the image, is the red box only for int values that have a min ...
by CaitSith2
Fri Aug 05, 2022 1:45 am
Forum: Resolved Problems and Bugs
Topic: [1.1.64] chest filter bug
Replies: 4
Views: 3790

[1.1.64] chest filter bug

1. Create a filter for one item, such as repair pack
https://i.imgur.com/wGWb2sp.png

2. Attempt to insert another item such as iron-plate or uranium-ore

3. Expected result. (as shown by attempting to insert non-repair pack item into a repair-pack filter slot with a cargo wagon)
https://i.imgur ...
by CaitSith2
Sun Jul 31, 2022 5:05 am
Forum: Resolved Problems and Bugs
Topic: [boskid] linked chest content voiding inconsistency.
Replies: 1
Views: 2629

[boskid] linked chest content voiding inconsistency.

I found that if a linked-chest is destroyed, then whether or not the contents of the linked chest of matching ID are voided depends on your ghost-time-to-live. With a ghost time to live of zero, no voiding happens at all. On the other hand, if there is even one tick of ghost time to live, then the ...

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