Search found 146 matches

by thesixthroc
Tue Feb 10, 2026 6:38 pm
Forum: Modding interface requests
Topic: Quality support for radius_visualisation_specification
Replies: 6
Views: 1241

Re: Quality support for radius_visualisation_specification

Cerys uses that trick elsewhere, but it isn’t feasible here. It's a freely buildable entity in a popular polished mod so the solution should be interchangeable in the various game systems: pipette, recipe signals, quality-switching shortcuts, ...
by thesixthroc
Mon Feb 09, 2026 8:06 pm
Forum: Modding interface requests
Topic: ItemPrototype::animations
Replies: 2
Views: 121

Re: ItemPrototype::animations

Thanks for the reply.
by thesixthroc
Mon Feb 09, 2026 4:21 pm
Forum: Modding interface requests
Topic: ItemPrototype::place_as_tile::consumed
Replies: 2
Views: 90

ItemPrototype::place_as_tile::consumed

This request is for a new optional field, defaulting to 1, which specifies how many of the item is consumed in order to place a tile inworld.
by thesixthroc
Sun Feb 08, 2026 8:55 pm
Forum: Modding interface requests
Topic: ItemPrototype::animations
Replies: 2
Views: 121

ItemPrototype::animations

This request is for animated items on belts.
by thesixthroc
Thu Feb 05, 2026 5:22 pm
Forum: 1 / 0 magic
Topic: [2.0.64] Failure to suppress MacOS system accent menu
Replies: 4
Views: 930

Re: [2.0.64] Failure to suppress MacOS system accent menu

This did not recur so far. Could be an OS bug I've upgraded out of.
by thesixthroc
Tue Feb 03, 2026 3:15 pm
Forum: Fixed for 2.1
Topic: [2.0.73] LuaControl::mine_entity flying text appears at odd position
Replies: 1
Views: 165

[2.0.73] LuaControl::mine_entity flying text appears at odd position

Corner case: If you call `player.mine_entity` on an entity at {x, y} on a different surface to the player, flying text is created on the player's surface.

This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
by thesixthroc
Tue Jan 27, 2026 11:17 pm
Forum: Bug Reports
Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
Replies: 4
Views: 631

Re: [2.0.72] Server-join mod downloader caches(?) too aggressively

Good point. Yes I think all relevant users had recently downloaded the first attempt at the hotfix. Of course the ideal is to test everything locally, but with ongoing live events more can happen.
by thesixthroc
Tue Jan 27, 2026 7:16 pm
Forum: Modding help
Topic: [2.0.73] Hidden minable entities are impossible?
Replies: 2
Views: 251

Re: [2.0.73] Hidden minable entities are impossible?

Ah, for the upgrade planner. Thanks, that makes sense.
by thesixthroc
Tue Jan 27, 2026 6:15 pm
Forum: Modding interface requests
Topic: Burner asteroid collectors
Replies: 1
Views: 189

Burner asteroid collectors

This prototype can only use electric or void energy source types.

Adding burner if possible would be much appreciated!
by thesixthroc
Tue Jan 27, 2026 4:09 pm
Forum: Modding help
Topic: [2.0.73] Hidden minable entities are impossible?
Replies: 2
Views: 251

[2.0.73] Hidden minable entities are impossible?

Not sure whether this should go in Bug Reports or Modding Interface Requests. Either way, I'd like to hide the existing transport belts so I can add new ones for my mod. I'm hiding rather than deleting them for better compatibility, e.g. another mod may place them by script.

I understand this to be ...
by thesixthroc
Thu Jan 08, 2026 7:17 pm
Forum: Modding interface requests
Topic: Reacting to asteroid chunks being created
Replies: 2
Views: 350

Re: Reacting to asteroid chunks being created

I have implemented a workaround for the mod in question by deleting nearby chunks when the asteroid dies.
by thesixthroc
Mon Jan 05, 2026 12:04 am
Forum: Bug Reports
Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
Replies: 4
Views: 631

Re: [2.0.72] Server-join mod downloader caches(?) too aggressively

I wouldn’t expect an edge cache to be stale for all connecting users at once, unless users are getting poisoned.

The problem with “don’t do that” is when there’s a large server being hotfixed, repeated updates of the same mod are exactly the ones that are most valuable for the mod portal service to ...
by thesixthroc
Thu Dec 25, 2025 9:43 pm
Forum: Already exists
Topic: Support mirroring in create_entity
Replies: 3
Views: 472

Support mirroring in create_entity

Small request, right now you have to write to `mirroring` after creating the entity.
by thesixthroc
Tue Dec 23, 2025 1:00 am
Forum: Bug Reports
Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
Replies: 4
Views: 631

[2.0.72] Server-join mod downloader caches(?) too aggressively

I've noticed this issue a small fraction of the time when applying server modpack updates, and finally got around to making a report.

It's possible for the Factorio client when joining a multiplayer server to not understand that the newest version of a recently updated mod on the mod portal is able ...
by thesixthroc
Mon Dec 22, 2025 9:02 pm
Forum: Not a bug
Topic: [2.0.72] Radius method of find_asteroid_chunks_filtered fails to find
Replies: 1
Views: 211

[2.0.72] Radius method of find_asteroid_chunks_filtered fails to find

Putting the player on a small moving space platform and running the following three commands will return values X, X and 0 respectively. The third command fails to count the number of chunks.

/c game.print(#game.player.surface.platform.find_asteroid_chunks_filtered{})
/c game.print(#game.player ...
by thesixthroc
Mon Dec 22, 2025 4:13 am
Forum: Modding interface requests
Topic: Reacting to asteroid chunks being created
Replies: 2
Views: 350

Reacting to asteroid chunks being created

It seems there is no way in the engine to react to asteroid chunks being created, as they are not entities. The purpose of this request is to be able to suppress the chunk drops of asteroids at runtime, that way I can spawn special asteroids that follow the same gun targeting rules but don't drop ...
by thesixthroc
Tue Dec 09, 2025 2:03 pm
Forum: Modding interface requests
Topic: [2.0.72] ItemPrototype:additional_fuel_categories
Replies: 0
Views: 298

[2.0.72] ItemPrototype:additional_fuel_categories

This API would mirror RecipePrototype:additional_categories (or any replacement for this API in 2.1).

The heating entity in the Cerys mod consumes only solid fuel. For this to work, solid fuel is changed to a new fuel_category "chemical-or-radiative", and that FuelCategoryID is then added to the ...
by thesixthroc
Thu Dec 04, 2025 2:53 am
Forum: Modding interface requests
Topic: Localization for error()
Replies: 10
Views: 2923

Re: Localization for error()

A mandatory dependency added to any of these mods wouldn't solve it. Lignumis doesn't need Cerys or Lunaponics, and Cerys doesn't want Lunaponics by default, only when Lignumis is installed. (When I say Lignumis, I actually mean any of a small list of mods that require wood to be available on every ...
by thesixthroc
Wed Dec 03, 2025 11:08 pm
Forum: Modding interface requests
Topic: Localization for error()
Replies: 10
Views: 2923

Re: Localization for error()

Bump. Cerys uses a startup crash if the player is playing with https://mods.factorio.com/mod/lignumis but without https://mods.factorio.com/mod/cerys-lunaponics.

This wants to be a startup crash rather than a runtime crash to save people's time, but since these can't be localized, non-English users ...

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