Search found 116 matches

by thesixthroc
Mon Sep 22, 2025 2:04 am
Forum: Modding discussion
Topic: Recycling items with > 12 ingredients
Replies: 2
Views: 342

Re: Recycling items with > 12 ingredients

The previous designation Not a Bug should probably be adjusted, since that the 12 inventory slots limits what the recycler can output even if no more than 1 of those slots is actually occupied by an item.
by thesixthroc
Sat Sep 13, 2025 3:01 pm
Forum: Bug Reports
Topic: [2.0.64] Failure to suppress MacOS system accent menu
Replies: 2
Views: 547

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

The issue seems very intermittant. I experienced it all day but only for about 4 days this year.

Note that I am using a standalone client.
by thesixthroc
Sun Sep 07, 2025 10:40 pm
Forum: Modding interface requests
Topic: ToolPrototype::order_for_unit
Replies: 2
Views: 364

Re: ToolPrototype::order_for_technology_list

Yes, that affects their positioning within rows in the tree views, but not their grouping in the list view nor their positioning within those groups.
by thesixthroc
Sun Sep 07, 2025 2:37 pm
Forum: Modding interface requests
Topic: ToolPrototype::order_for_unit
Replies: 2
Views: 364

ToolPrototype::order_for_unit

The order field on science packs affects two distinct UI:


The order in which the science packs are displayed in the 'unit' of a technology.
The order in which technologies appear on the technology list.


Before Space Age, there was little reason to make these behave differently (and in fact a ...
by thesixthroc
Thu Sep 04, 2025 7:15 pm
Forum: Implemented mod requests
Topic: Event to detect when a cargo pod is launched
Replies: 6
Views: 828

Re: Event to detect when a cargo pod is launched

Bumping this with a polite FYI. I’d like to point out that tens of thousands of players are running find_entitites_filtered on every space platform above Cerys, Rubia, etc multiple times per second due to this missing API, which hurts performance of modded games.

Since (as mentioned above) cargo ...
by thesixthroc
Thu Sep 04, 2025 5:49 pm
Forum: Bug Reports
Topic: [2.0.65] Miscolorations in Aquilo tile transitions
Replies: 0
Views: 258

[2.0.65] Miscolorations in Aquilo tile transitions

This is not really a bug report but this is the closest forum I could think of.

Most tiles in Factorio have a nice graphics set — however, the graphics for rough ice and for most types of snow have some tile transitions that are miscolored red. Tile transitions are hard for modders to make, so if ...
by thesixthroc
Tue Sep 02, 2025 1:16 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7355

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

Checkbox setting is a bad idea, belt building is a high-complexity system that needs to be fully stable before considering forking all the behavior (not to mention all the corner cases two systems would create when interacting with other systems in the game).
by thesixthroc
Thu Aug 21, 2025 12:33 am
Forum: Bug Reports
Topic: [2.0.64] Failure to suppress MacOS system accent menu
Replies: 2
Views: 547

[2.0.64] Failure to suppress MacOS system accent menu

When I hold any key (like 'A' to move), Factorio can under some conditions fail to suppress the native system accent menu on MacOS (version 15.6), which appears in the top-left above the game window (as pictured). This should only appear when writing text.
by thesixthroc
Sat Aug 02, 2025 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.62] Space locations have no tooltip debug info
Replies: 2
Views: 351

[2.0.62] Space locations have no tooltip debug info

I sometimes use the debug setting show-debug-info-in-tooltips to know the internal name of a prototype on hover, but this doesn't work for planets and space locations (in Factoriopedia or the starmap).
by thesixthroc
Mon Jul 14, 2025 5:27 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 4145

Re: QualityPrototype extended

I suppose this request should have been in this thread: viewtopic.php?t=129837
by thesixthroc
Fri Jul 11, 2025 8:49 pm
Forum: Modding interface requests
Topic: Quality support for radius_visualisation_specification
Replies: 2
Views: 543

Quality support for radius_visualisation_specification

In Cerys, higher-quality towers have a larger heating range. For the player-constructible towers that the player can hold in their cursor, the current value of radius_visualisation_specification.distance is 15, which matches their actual heating range at Normal quality, but not higher qualities.

At ...
by thesixthroc
Wed Jun 18, 2025 11:58 am
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 4145

Re: QualityPrototype extended



I appreciate that most of these entries are not capped at 1, because that would break the already working property for the Inverted Quality mod.


How is that? So far a QualityPrototype::level is uint32, which means a default_multiplier = `1 + 0.3 * level` was never able to go below value of 1 ...
by thesixthroc
Wed Jun 18, 2025 11:28 am
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 4145

Re: QualityPrototype extended

I appreciate that most of these entries are not capped at 1, because that would break the already working property for the Inverted Quality mod.
by thesixthroc
Fri Jun 06, 2025 9:13 pm
Forum: Not a bug
Topic: [2.0.55] Installing a modpack doesn’t enable dependencies
Replies: 1
Views: 467

[2.0.55] Installing a modpack doesn’t enable dependencies

If you already have certain mandatory dependencies of a modpack installed, then installing the modpack won’t check those dependencies and thus the client will error when the user restarts.
by thesixthroc
Fri Jun 06, 2025 12:01 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Loading states in the multiplayer game browser
Replies: 1
Views: 710

[2.0.55] Loading states in the multiplayer game browser

Several fields show as 'None' while the modlist is being fetched for a multiplayer game, notably including the modlist. This should presumably be blank or 'Loading...'.

This applies to all servers so is easy to reproduce.
by thesixthroc
Fri May 30, 2025 10:02 pm
Forum: Modding interface requests
Topic: Regarding disabled prerequisites still blocking
Replies: 2
Views: 502

Re: Prerequisites no longer blocking when disabled

Yes required_when_disabled would be even better, that would not be a breaking change.
by thesixthroc
Wed May 28, 2025 3:54 pm
Forum: Modding interface requests
Topic: Regarding disabled prerequisites still blocking
Replies: 2
Views: 502

Regarding disabled prerequisites still blocking

As of the latest release (2.0.52), if a prerequisite LuaTechnology has enabled=false, it still blocks its successors unless researched=true. Such prerequisites are normally hidden from the player.

For modders who at runtime want to disable a technology and prevent it blocking successors such that ...

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