Search found 125 matches

by thesixthroc
Mon Nov 03, 2025 4:20 pm
Forum: Already exists
Topic: [Resolved] Support for tier 4 module graphics in beacons
Replies: 3
Views: 241

Re: Support for tier 4 module graphics in beacons

In the prototype explorer I verified that the module in the beacon has category=speed and tier=4, and that there is no other code affecting beacons.

To accompany this report I am attaching a draft version of PlanetsLib with the relevant code included in `data-updates.lua`, which reproduces this ...
by thesixthroc
Mon Nov 03, 2025 3:27 pm
Forum: Already exists
Topic: [Resolved] Support for tier 4 module graphics in beacons
Replies: 3
Views: 241

[Resolved] Support for tier 4 module graphics in beacons

Tserup and I wish to add graphical visualizations for tier 4 modules in the vanilla beacon, for the benefit of the Cerys and Frozeta mods. I tried using the following code, but it seems to have no effect. Could support for this be added?


data.raw.beacon.beacon.graphics_set.module_visualisations[1 ...
by thesixthroc
Sun Oct 26, 2025 3:42 pm
Forum: Bug Reports
Topic: [2.0.69] amount_min and amount_max not respected in recipe name
Replies: 0
Views: 233

[2.0.69] amount_min and amount_max not respected in recipe name

I received a report for my mod that a recipe whose results contain an item with amount_min and amount_max shows in the GUI as the average of both, e.g. '4x Bioflux'.

Combined with the fact that the recipe Factoriopedia entry does not reveal the min and max values anyway, this seems a bug. I also ...
by thesixthroc
Tue Oct 21, 2025 11:32 pm
Forum: Modding interface requests
Topic: [Solved] Exclude LuaGuiElement from 'UI Scale' setting
Replies: 2
Views: 175

[Solved] Exclude LuaGuiElement from 'UI Scale' setting

This request may sound odd, but it seems to opens the door to doing powerful things with GUIs.

As you can see from the attached video, it is possible to make seamless intersurface portals using GUIs. However, the effect of the user changing their UI scale has on cameras means it cannot be made to ...
by thesixthroc
Mon Oct 20, 2025 2:10 pm
Forum: Ideas and Suggestions
Topic: Statistics on player mod settings
Replies: 2
Views: 310

Statistics on player mod settings

It might be nice for mod developers if they had a way to view what proportion of recent players have any given value of a mod setting.
by thesixthroc
Mon Oct 20, 2025 12:38 am
Forum: Assigned
Topic: [Genhis][2.0.69] Rich text is not lit by rendering.draw_light
Replies: 0
Views: 234

[Genhis][2.0.69] Rich text is not lit by rendering.draw_light

The Cerys mod uses a rendering created by rendering.draw_light to light the entire surface instead of the engine's day-night cycle. This causes a issue with use_rich_text=true text renderings in which icons such as [item=processing-unit] are unlit and display as black, as observed in the attached ...
by thesixthroc
Tue Oct 14, 2025 7:47 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 27
Views: 1652

Re: A sibling API to play_sound: play_music

Nice.

I am not sure that a ‘stop’ feature is worthwhile. It seems to raise the possibility that another planet has stopped the music and it is still stopped when the player arrives at my planet — else, if it automatically resumes when changing surfaces, this still introduces footguns when returning ...
by thesixthroc
Sun Sep 28, 2025 9:14 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 27
Views: 1652

A sibling API to play_sound: play_music

Cerys would like custom music to start playing when the player begins launching the hydrogen nuke into orbit to complete the planet.

play_sound does not currently support overriding the music track and would need some extra functionality for this: the currently playing music track for players ...
by thesixthroc
Mon Sep 22, 2025 2:04 am
Forum: Modding discussion
Topic: Recycling items with > 12 ingredients
Replies: 2
Views: 525

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: 683

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: 443

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: 443

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: 936

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: 368

[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: 7983

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: 683

[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: 422

[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: 43
Views: 5018

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: 637

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 ...

Go to advanced search