Search found 207 matches

by Quezler
Sun Jun 08, 2025 12:41 pm
Forum: Documentation Improvement Requests
Topic: LightningProperties's priority_rules and exemption_rules are not marked optional
Replies: 0
Views: 88

LightningProperties's priority_rules and exemption_rules are not marked optional

https://lua-api.factorio.com/latest/types/LightningProperties.html#exemption_rules

if you set/keep them at nil the game loads up just fine, this leads modders into a false sense of security that they don't have to check if the array exists first.

so it would be nice if they were both marked as ...
by Quezler
Sat Jun 07, 2025 7:18 pm
Forum: Not a bug
Topic: [2.0.55] mod name under installed doesn't match the one under updates
Replies: 1
Views: 154

[2.0.55] mod name under installed doesn't match the one under updates

The installed tab shows it localized, whilst the updates tab shows the raw mod name. (the two planet ones are sticking out like a sore thumb)
by Quezler
Thu Jun 05, 2025 7:28 pm
Forum: Implemented mod requests
Topic: GuiAnchor support for ghosts
Replies: 1
Views: 226

GuiAnchor support for ghosts

When GuiAnchor was implemented ghost guis weren't a thing yet.

When you use name or names as a filter it'll stop appearing on ghosts even if they share the name, which would require the player to just listen to the gui opened event of that gui type in general and then manually toggling it, which is ...
by Quezler
Wed Jun 04, 2025 5:10 pm
Forum: Ideas and Suggestions
Topic: Remember the password of the last server you connected to
Replies: 0
Views: 244

Remember the password of the last server you connected to

Currently it only remembers it if its the latest played world, i.e. the one shown on the big green button on the menu screen.

Whilst playing online i have to occasionally drop into a local save or just save the server's world to test some stuff, and each time you return you'd have to re-enter the ...
by Quezler
Wed Jun 04, 2025 10:53 am
Forum: Resolved for the next release
Topic: [2.0.55] sync gui checkboxes modified after downloading starts are ignored
Replies: 1
Views: 271

[2.0.55] sync gui checkboxes modified after downloading starts are ignored

- try to open a world
- open the sync and load mods gui
- press the sync button
- uncheck the "load save after sync"
- wait for all the green bars are full
- notice the game restarting and then loading the world

expected behavior: for the checkboxes to either still "work" after clicking the sync ...
by Quezler
Mon Jun 02, 2025 11:19 am
Forum: Assigned
Topic: [raiguard][2.0.54] fluids can flow through frozen entities
Replies: 0
Views: 277

[raiguard][2.0.54] fluids can flow through frozen entities

Forwarding this here since it got confirmed as a bug, and so i can link to this issue from the elevated pipes mod.
by Quezler
Thu May 29, 2025 5:01 pm
Forum: Documentation Improvement Requests
Topic: EntityPrototype::heating_energy
Replies: 0
Views: 216

EntityPrototype::heating_energy

It currently has no description, it would be nice if it was documented that this is what controls which entities can freeze or not.
https://lua-api.factorio.com/latest/pro ... ing_energy
https://discord.com/channels/1396775903 ... 7697374328
by Quezler
Wed May 28, 2025 11:15 am
Forum: Resolved Requests
Topic: Inconsistent use of "count" and "amount" in modding api
Replies: 4
Views: 529

Re: Inconsistent use of "count" and "amount" in modding api

isn't the difference generally that one is integer and the other one decimal?
by Quezler
Tue May 27, 2025 7:28 pm
Forum: Ideas and Suggestions
Topic: Change "Cannot be crafted in this machine." message if its due to fluidbox issues
Replies: 0
Views: 199

Change "Cannot be crafted in this machine." message if its due to fluidbox issues

TL;DR
It would be nice if recipes that are disabled due to lack of fluid connections say so in their tooltip, just like recipes restricted by surface conditions.

What?
Something like "Cannot be crafted in this machine. There are not enough fluid ports.", but a little bit more snappy than that ...
by Quezler
Tue May 27, 2025 11:17 am
Forum: Documentation Improvement Requests
Topic: events raised in on_init get skipped by mods already present on the save
Replies: 4
Views: 403

Re: events raised in on_init get skipped by mods already present on the save

Wow that's quite out of sight near the bottom and in a normal font, not used to read the on_load documentation since i know what the event is for, it might be worth moving it to a more visible spot, like right below the lifecycle diagram in a noticable color 👀
by Quezler
Tue May 27, 2025 11:06 am
Forum: Documentation Improvement Requests
Topic: events raised in on_init get skipped by mods already present on the save
Replies: 4
Views: 403

events raised in on_init get skipped by mods already present on the save

I'll post it in documentation improvement requests since it seems just ever so slightly more suitable than calling it a bug due to the lifecycle diagram.

So lets start with probably the most common usecase, tracking data for any/all surfaces within your own mod, this is typically done by going over ...
by Quezler
Mon May 26, 2025 9:13 am
Forum: Resolved Requests
Topic: Mark some defines.inventory.* as deprecated
Replies: 1
Views: 190

Mark some defines.inventory.* as deprecated

Recently we got some new inventory defines like crafter_input in favor of furnace_source & assembling_machine_input, it would be nice if the "deprecated/old" ones were marked as such, with like a strikethrough or in the text description afterwards, something like this perhaps:
by Quezler
Sun May 25, 2025 8:38 pm
Forum: Resolved Requests
Topic: defines.entity_status.broken cannot be set through LuaEntity::status
Replies: 6
Views: 575

Re: defines.entity_status.broken cannot be set through LuaEntity::status

Also i found it quite curious that the default custom status for merely container prototypes was added just to support the crash site, i wonder why it doesn't just set the custom status via script as it generates the crash site since i can hardly imagine when someone would want to set a data stage ...
by Quezler
Thu May 22, 2025 9:44 am
Forum: Ideas and Suggestions
Topic: Show if a recipe that has spoiling ingredients and spoiling products produces fresh outputs or not in factoriopedia
Replies: 0
Views: 170

Show if a recipe that has spoiling ingredients and spoiling products produces fresh outputs or not in factoriopedia

There's no way to tell without using the prototype explorer which ones reset their freshness and which ones inherit the spoil timer.
by Quezler
Wed May 21, 2025 11:10 am
Forum: Resolved Problems and Bugs
Topic: [2.0.51] ghost's module requests reset when changing recipe
Replies: 1
Views: 685

[2.0.51] ghost's module requests reset when changing recipe

In remote view you can ctrl click modules into an assembler before setting a recipe, when you set the recipe it yeets them even when they're compatible.
by Quezler
Sun May 18, 2025 1:28 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.50] selector combinator red input shadow wrong when facing east
Replies: 1
Views: 830

[2.0.50] selector combinator red input shadow wrong when facing east

Did not check any of the other 4 orientations and each of the 4 wire connections it can have, but you can clearly see the shadow reaching over the combinator:
by Quezler
Thu May 15, 2025 1:20 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.49] disabled_by_script rocket silos still try to fulfill requests
Replies: 1
Views: 763

[2.0.49] disabled_by_script rocket silos still try to fulfill requests

When you disable a rocket silo by script it'll still allows the silo to receive a new robot delivery order as well as trying to launch when in automated mode.

In alt mode you can see that in both instances the items move to the cargo pod of the rocket but then it just stays there, and the platforms ...
by Quezler
Wed May 14, 2025 11:57 am
Forum: Not a bug
Topic: [2.0.49] hard crash to desktop when creating & raising entity in entity created events
Replies: 4
Views: 323

Re: [2.0.49] hard crash to desktop when creating & raising entity in entity created events

Can't it crash to the menu instead of violently exiting the entire application?

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