Search found 285 matches

by Muppet9010
Fri Dec 05, 2025 9:36 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)
Replies: 2
Views: 350

[2.0.72] Crash undoing construction (Entity.hpp (757): getSurface)

A vanilla multiplayer server crashed. Multiple players were undoing large deconstruction jobs at the time if that's relevant to the error message.

Linux non-interrupting autosave is enabled, but they were scheduled every 10 minutes and this looks to have crashed 7 minutes after the previous save, 3 ...
by Muppet9010
Sat Nov 22, 2025 11:51 pm
Forum: Assigned
Topic: [Genhis][2.0.72] Character and iceberg draw order erratic
Replies: 1
Views: 366

[Genhis][2.0.72] Character and iceberg draw order erratic

In this specific situation in map mode the draw order of the player character and the ice berg change depending upon where on the screen the character is. See video.
Vanilla 2.0.72
It was in multiplayer with someone else hosting.
by Muppet9010
Sat May 03, 2025 10:53 am
Forum: Ideas and Suggestions
Topic: Add a "Show Decals" Graphic setting
Replies: 0
Views: 272

Add a "Show Decals" Graphic setting

Hi,

It would be great if there was a "Show Decals" option under the Graphics settings like there is for Decoratives.

A friend and I were trying to turn off the visual clutter on Gleba to make spotting the different tiles much easier and make the map easier for them to read.
05-03-2025, 11-53-03 ...
by Muppet9010
Sat Mar 15, 2025 8:34 pm
Forum: Not a bug
Topic: [2.0.41] Some Gleba decorative aren't hidden by graphics settings
Replies: 1
Views: 395

[2.0.41] Some Gleba decorative aren't hidden by graphics settings

It seems that some Gleba decoratives aren't being hidden when the graphics setting "Show decoratives" is disabled.
See the highlighted one below.
03-15-2025, 20-31-30.png

Found as a friend found regular gleba hard to read visually and so we started turning off all the visual flares to make it ...
by Muppet9010
Sun Feb 02, 2025 10:57 pm
Forum: Duplicates
Topic: [2.0.32] Small Spitter getting stuck attacking tree
Replies: 2
Views: 1310

Re: [2.0.32] Small Spitter getting stuck attacking tree

Balls I searched for spitters and tree/rock.
Thanks
by Muppet9010
Sun Feb 02, 2025 10:44 pm
Forum: Duplicates
Topic: [2.0.32] Small Spitter getting stuck attacking tree
Replies: 2
Views: 1310

[2.0.32] Small Spitter getting stuck attacking tree

Once a small spitter starts attacking a tree in its path it gets stuck infinitely as the spitter does no damage to the tree.
02-02-2025, 22-39-28.png

Encountered with Space Age enabled, but no custom mods ever used on the save.
Save attached. Spitters are north of base in the forest above the ...
by Muppet9010
Mon Oct 21, 2024 11:27 am
Forum: Resolved Requests
Topic: [2.0.7] FurnacePrototype is missig from documentation
Replies: 1
Views: 567

[2.0.7] FurnacePrototype is missig from documentation

The Furnace prototype is missing from the Prototype documentation. It's still a distinct prototype class within the game.
by Muppet9010
Sun Jan 07, 2024 10:21 pm
Forum: Modding interface requests
Topic: Add an API to access a recipe's Total Raw on the LuaRecipePrototype
Replies: 0
Views: 617

Add an API to access a recipe's Total Raw on the LuaRecipePrototype

Within Factorio when the user hovers over a recipe the context information includes the total raw ingredients and craft time.
It would be great if this could be exposed on the Runtime API as part of the LuaRecipePrototype object. At present a mod would have to walk the recipes that make the ...
by Muppet9010
Fri Dec 29, 2023 7:32 pm
Forum: Documentation Improvement Requests
Topic: New Game and Migration Scripts in Data Lifecycle
Replies: 1
Views: 1140

New Game and Migration Scripts in Data Lifecycle

When starting a new game with a mod enabled the mods migration scripts aren't run.
The Data Lifecycle diagram doesn't seem to distinguish the difference between a new game starting with the mod active and the mod being added to a save.
Capture.PNG
There also isn't any wording to this effect that I ...
by Muppet9010
Sun Oct 29, 2023 2:47 pm
Forum: Resolved Requests
Topic: Animation `layers` field should be optional.
Replies: 1
Views: 886

Animation `layers` field should be optional.

The `layers` field should be optional in the prototype Animation.
The example on the page confirms this in addition to my working code.

https://lua-api.factorio.com/latest/typ ... tml#layers
by Muppet9010
Sat Oct 28, 2023 11:46 pm
Forum: Resolved Requests
Topic: Prototype LightDefinition listed `picture` as mandatory
Replies: 1
Views: 864

Prototype LightDefinition listed `picture` as mandatory

https://lua-api.factorio.com/latest/typ ... ition.html

The `picture` field is listed as mandatory, but it's optional for "basic" type. The `rotation_shift` field is the same requirement concept and is listed as optional.
by Muppet9010
Thu Oct 26, 2023 9:02 am
Forum: Resolved Requests
Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
Replies: 4
Views: 1479

Re: EntityWithHealthPrototype resistances field is a singular rather than array?

The docs list a single object/table of fields. But accepts an array of objects as per your included example.
by Muppet9010
Wed Oct 25, 2023 9:52 pm
Forum: Resolved Requests
Topic: EntityWithHealthPrototype resistances field is a singular rather than array?
Replies: 4
Views: 1479

EntityWithHealthPrototype resistances field is a singular rather than array?

The definition of the resistances field in EntityWithHealthPrototype is the type of Resistances. But looking at this Resistances class its a single object/table, rather than supporting an array of Resistances.
I'm not entirely sure on what the valid options are the, but the example array of tables ...
by Muppet9010
Wed Oct 18, 2023 11:36 pm
Forum: Not a bug
Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
Replies: 1
Views: 1078

Unit entities created on an old mod prototype version have "cached" movement_speed

It seems that if a unit is created in a map and the game saved. Then the unit prototype's speed is changed in the mod. When the game is loaded the existing units keep the old prototype speed, with any newly placed units getting the new prototype speed.
See demo video, save and sample mod attached ...
by Muppet9010
Sun Oct 08, 2023 6:33 pm
Forum: Resolved Requests
Topic: Prototype MinableProperties has some optional fields not marked as such
Replies: 1
Views: 841

Prototype MinableProperties has some optional fields not marked as such

The Prototype MinableProperties class has some optional fields not marked as such: required_fluid & mining_trigger
https://lua-api.factorio.com/latest/types/MinableProperties.html


I quickly checked and these are correctly marked as optional on the Runtime side.
https://lua-api.factorio.com/latest ...
by Muppet9010
Thu Apr 20, 2023 10:15 am
Forum: Releases
Topic: Version 1.1.81
Replies: 8
Views: 15164

Re: Version 1.1.81

It does look much more inviting for new-to-mod users. As your presented with groupings of good mods, not just a mash of latest mods. With half often having been: WIP, alpha, personal, etc.

Seeing `fresh mods of the last month` category, I would like to be able to expand it and see more than just 5.
by Muppet9010
Sat Jan 14, 2023 2:26 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 22123

Re: In-game GUI to manage alerts and warnings being shown

I looked at that topics opening posts before making this thread. But it looked to be a much larger and all encompassing geature ask, than this simple gui addition for existing functionality :)
by Muppet9010
Fri Jan 13, 2023 9:09 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 22123

In-game GUI to manage alerts and warnings being shown

It would be nice if there was an in-game GUI to manage what alerts and warnings are shown to the player. Rather than having to use console commands.

I appreciate these are per map and not global, so would be like the map overlay toggles.

https://wiki.factorio.com/Alerts
by Muppet9010
Sat Dec 24, 2022 11:10 pm
Forum: Mod portal Discussion
Topic: The Factorio Version Selector dropdown has bad styling
Replies: 0
Views: 1078

The Factorio Version Selector dropdown has bad styling

The Factorio Version Selector dropdown has bad styling. I tried forcing a clean reload and still happening.
Factorio Version Selector
Factorio Version Selector
image.png (965.04 KiB) Viewed 1078 times
On current release of Google Chrome: Version 108.0.5359.125 (Official Build) (64-bit)

Another user has confirmed they see the same issue.
by Muppet9010
Sat Dec 03, 2022 6:24 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 446
Views: 368455

Re: Performance optimization - post your saves

Do you count continuous max pathfinder UPS for a few unit groups to get through many layers of walls as a performance issue ?
It only becomes an organic issue on very large bases, but can easily cause the pathfinder to stay at its max processing indefinitely.

Save that shows the pathfinder ...

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