Search found 55 matches

by Loup&Snoop
Tue Sep 23, 2025 2:03 pm
Forum: Ideas and Suggestions
Topic: Spoilage percentage filtration
Replies: 21
Views: 10292

Re: Freshness filtering suggestion

Then I humbly request the global moderator to merge threads.
by Loup&Snoop
Tue Sep 23, 2025 1:54 pm
Forum: Ideas and Suggestions
Topic: Multi Filter Splitters
Replies: 0
Views: 87

Multi Filter Splitters

Proposal

Splitters allowing multiple item filters at once.

Use Case

This would be useful for splitting sushi into separate sushi belts, especially in cases like Fulgora, space, or quality setups.



It seems doable, but may be challenging to do performantly. Just putting it out there. Note ...
by Loup&Snoop
Tue Sep 23, 2025 1:45 pm
Forum: Ideas and Suggestions
Topic: Spoilage percentage filtration
Replies: 21
Views: 10292

Re: Freshness filtering suggestion

+1

Specifically for splitters. This would be useful on Gleba to divert items that should be taken out of circulation instead of crafting with them.
by Loup&Snoop
Sat Sep 20, 2025 4:00 pm
Forum: Bug Reports
Topic: [2.0.66] Belt dragging cancels rotations
Replies: 0
Views: 185

[2.0.66] Belt dragging cancels rotations

This feels like a niche edge case, but the spirit of Bilka compels me to report it.

The Bug

In an on_built_entity event callback: if entity.direction == defines.direction.west then entity.rotate{by_player=player_index} end
Boot up a new sandbox save. Cheats on.
Put a stack of belts AND the ...
by Loup&Snoop
Thu Sep 11, 2025 7:51 pm
Forum: 1 / 0 magic
Topic: [2.0.66] Crash/ScreenFreeze on startup
Replies: 3
Views: 268

Re: [2.0.66] Crash/ScreenFreeze on startup

Sorry, but I have no idea how to reproduce this error reliably. This is like the 4th time this happens to me since May. So it isn't a total anomaly, but it is very sporadic.

I only ever noticed this being an issue when I started modding, and having VScode open with mod files (and I was not writing ...
by Loup&Snoop
Thu Sep 11, 2025 4:22 pm
Forum: 1 / 0 magic
Topic: [2.0.66] Crash/ScreenFreeze on startup
Replies: 3
Views: 268

[2.0.66] Crash/ScreenFreeze on startup

I was working on my mod development. When I booted up factorio, during data stage, my whole screen straight up froze, l then turned black. I had a youtube music video in the background, and it kept making sound for several minutes until it finished while everything was black. Factorio music does not ...
by Loup&Snoop
Fri Sep 05, 2025 7:56 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33086

Re: Ban quality modules from asteroid crushers

-1

Space casinos are a good addition to the game because it reduces the number of duplicate washing setups you make across the run. If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken. The meta is going to be ...
by Loup&Snoop
Wed Sep 03, 2025 9:02 pm
Forum: Resolved for the next release
Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
Replies: 5
Views: 1187

Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events

I’m still feeling side effects from workarounds to this bug. I’d like to link the accidental duplicate bug report that I made for this: viewtopic.php?p=674604#p674604

I hope the alternate account for the reproduction (with videos) helps find a solution.
by Loup&Snoop
Sun Aug 31, 2025 3:15 pm
Forum: Modding interface requests
Topic: Plant Harvesting Productivity Modifier
Replies: 3
Views: 436

Plant Harvesting Productivity Modifier

The Problem
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.

Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single ...
by Loup&Snoop
Fri Aug 29, 2025 7:13 pm
Forum: Documentation Improvement Requests
Topic: How to Compose Good NoiseExpression / probability_expression
Replies: 2
Views: 409

Re: How to Compose Good NoiseExpression / probability_expression

I have. The issue is that they are fairly complex OR behind functions of functions of functions of functions across files. I just don't understand the process by looking at the finished product. Maybe I'm just bad, but I have no idea how this places rocks:
autoplace =
{
control = "rocks",
order ...
by Loup&Snoop
Fri Aug 29, 2025 5:02 pm
Forum: Documentation Improvement Requests
Topic: How to Compose Good NoiseExpression / probability_expression
Replies: 2
Views: 409

How to Compose Good NoiseExpression / probability_expression

One thing that has always sucked for me is figuring out map generation. The documentation currently explains how each variable works, and how you're supposed to put things in (https://lua-api.factorio.com/latest/types/NoiseExpression.html). The thing I really struggled with was:

"How do I compose ...
by Loup&Snoop
Fri Aug 29, 2025 4:41 pm
Forum: Resolved Requests
Topic: LuaEquipmentGrid.shield
Replies: 1
Views: 312

LuaEquipmentGrid.shield

https://lua-api.factorio.com/latest/classes/LuaEquipmentGrid.html#shield

LuaEquipmentGrid.shield (and also max_shield)

Currently says:
The amount of shields this equipment grid has.

Should say:
The amount of shield hitpoints this equipment grid currently has across all of its energy shields ...
by Loup&Snoop
Thu Aug 21, 2025 6:57 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Changing an entity between prototype classes causes quality to change to normal
Replies: 1
Views: 856

[2.0.60] Changing an entity between prototype classes causes quality to change to normal

The Bug

1) Make a save file.
2) Place legendary quality entities
3) Save and Close game
4) Change that entity's prototype type to a new type.
Example (execute in data-final-fixes.lua):
local recycler = data.raw.furnace["recycler"]
recycler.type = "assembling-machine"
data:extend({recycler})
data ...
by Loup&Snoop
Thu Aug 21, 2025 6:30 pm
Forum: Already exists
Topic: Give SolarPanelPrototypes support for Animation
Replies: 3
Views: 438

Re: Give SolarPanelPrototypes support for Animation

I spelled visualization with a Z instead of an S...

Please delete this post. :(
by Loup&Snoop
Thu Aug 21, 2025 5:45 pm
Forum: Already exists
Topic: Give SolarPanelPrototypes support for Animation
Replies: 3
Views: 438

Give SolarPanelPrototypes support for Animation

The Problem

SolarPanelPrototype is great for entities spammed in bulk for power generation, but it currently only supports pictures. Animations are not supported.

Current Workarounds Don’t Work

1) Tying LuaRender to an SolarPanelPrototype does not work. If the solar panel is invisible, then ...
by Loup&Snoop
Mon Aug 18, 2025 12:33 pm
Forum: Technical Help
Topic: [2.0.60] Suddenly can't load save/autosave
Replies: 14
Views: 1020

Re: [2.0.60] Suddenly can't load save/autosave

Thanks. If nothing else, I hope this information helps the devs track down the condition that causes this save corruption.
by Loup&Snoop
Sun Aug 17, 2025 9:33 pm
Forum: Technical Help
Topic: [2.0.60] Suddenly can't load save/autosave
Replies: 14
Views: 1020

Re: [2.0.60] Suddenly can't load save/autosave


Given the state of this save file i suspect the electric networks that were orphaned were originally owned by the "trashsteroids" on the planet Rubia since they are implemented as vehicles with equipment grid that has shield equipment inside and i see there is a lot of those entities destroyed. I ...
by Loup&Snoop
Sun Aug 17, 2025 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Bad undo stack order in on_built callbacks of entity placement vs blueprint placement
Replies: 1
Views: 756

[2.0.60] Bad undo stack order in on_built callbacks of entity placement vs blueprint placement

The Reproduction and Bug

1) Listen to an on_built_entity event with the following in a control.lua:

script.on_event(defines.events.on_built_entity, function(event)
local player_index = event.player_index
game.print("Before: " .. tostring(game.players[player_index].undo_redo_stack.get_undo ...
by Loup&Snoop
Sun Jul 06, 2025 11:54 pm
Forum: Modding interface requests
Topic: Modding Dependency without Code
Replies: 2
Views: 413

Re: Modding Dependency without Code

Good point. This is really handy for anything spage-related.

There are many mods that want to use spage assets without relying on spage, which then requires feature flags + duplicating assets.

It would be cleaner to tell factorio: “Please make spage files available for me to draw from, regardless ...
by Loup&Snoop
Sat Jul 05, 2025 2:16 pm
Forum: Modding interface requests
Topic: Modding Dependency without Code
Replies: 2
Views: 413

Modding Dependency without Code

Context

Sometimes, when modding, I would like to depend on X mod to have factorio use that mod’s assets or libraries. However:
1) Some mods are stuck in 1.1
2) Many mods normally come with code that I don’t want executed. Data stage stuff can be reverted (with great effort) while many things can ...

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