Search found 116 matches
- 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.
- 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.
Note that I am using a standalone client.
- 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.
- 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 ...
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 ...
- 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 ...
Since (as mentioned above) cargo ...
- 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 ...
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 ...
- 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).
- 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.
- 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).
- 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
- 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 ...
At ...
- 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 ...
- 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.
- Mon Jun 09, 2025 9:56 am
- Forum: Modding interface requests
- Topic: allow AssemblingMachinePrototype.fixed_quality regardless of fixed_recipe
- Replies: 1
- Views: 382
- 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.
- 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.
This applies to all servers so is easy to reproduce.
- 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.
- Thu May 29, 2025 4:42 pm
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 1396
- 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 ...
For modders who at runtime want to disable a technology and prevent it blocking successors such that ...
- Tue May 20, 2025 4:09 pm
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 1396
Re: New mod dependency category to be downloaded by default
One example where this would have been handy: https://mods.factorio.com/mod/Small-Spa ... 0910f780d4