I just noticed the license on Deadlock989’s mods, and they haven’t been updated in a long time. I checked the user’s GitHub profile, and it’s no longer active. If I understand correctly, the IR3 mod is “dead”.
I mean, there are mods that are disappearing because of licensing issues, even though the ...
Search found 155 matches
- Wed Mar 18, 2026 10:10 am
- Forum: Modding help
- Topic: [Solved] I need help with the terms of a license.
- Replies: 7
- Views: 510
- Mon Mar 09, 2026 3:07 am
- Forum: Modding help
- Topic: [unsolvable] How do I close the GUI by distance?
- Replies: 7
- Views: 817
Re: How do I close the GUI by distance?
This is a diagram of what I have in mind.
How do I calculate the distance between the player and the entity, or the player's limit?
I don't know which one I'm calculating wrong.- Sat Mar 07, 2026 4:38 am
- Forum: Modding help
- Topic: [unsolvable] How do I close the GUI by distance?
- Replies: 7
- Views: 817
Re: How do I close the GUI by distance?
Maybe, but I don't think that makes much difference after a radical change.
- Fri Mar 06, 2026 9:20 pm
- Forum: Modding help
- Topic: [unsolvable] How do I close the GUI by distance?
- Replies: 7
- Views: 817
Re: How do I close the GUI by distance?
I have two elements on the map, the entity and the player.
The player has a radius of action where interaction with the entity is allowed.
When the player opens an entity's GUI and moves away, at the limit of interaction with the entity, the GUI closes.
When you hover the mouse over the entity ...
- Fri Mar 06, 2026 12:52 am
- Forum: Modding help
- Topic: [unsolvable] How do I close the GUI by distance?
- Replies: 7
- Views: 817
Re: How do I close the GUI by distance?
It's not the value I'm looking for.
With both data sets, you should be within range to open the GUI.
--- Close-up data
[1] = {
['pPos'] = {
['y'] = 8.99609375,
['x'] = -8.69921875
},
['ePos'] = {
['y'] = 5.5,
['x'] = -4.5
},
['Distance_max'] = 10,
['character_reach_distance_bonus ...
- Tue Mar 03, 2026 10:59 pm
- Forum: Modding help
- Topic: [unsolvable] How do I close the GUI by distance?
- Replies: 7
- Views: 817
[unsolvable] How do I close the GUI by distance?
I have created a mod that opens a GUI for an entity, but the game does not close the GUI when the player moves away from the entity.
For now, I am using the on_tick event and Player.build_distance, but it is not working well.
Some MODs change the interaction area for players, so I can't just ...
For now, I am using the on_tick event and Player.build_distance, but it is not working well.
Some MODs change the interaction area for players, so I can't just ...
- Mon Mar 02, 2026 12:53 pm
- Forum: Modding help
- Topic: [Solved] I need help with the terms of a license.
- Replies: 7
- Views: 510
Re: I need help with the terms of a license.
I understand, those seem like good options to me.
I find it strange that an open-source environment would impose those kinds of restrictions.
This has given me a lot to think about: if Earendel removes his mod, all the mods that depend on it would stop working (as happened when Factorio 2.0 ...
- Sun Mar 01, 2026 2:32 am
- Forum: Modding help
- Topic: [Solved] I need help with the terms of a license.
- Replies: 7
- Views: 510
[Solved] I need help with the terms of a license.
I created a copy of Earendel's MOD AAI Signal Transmission without paying attention to the license.
But I was just told that I shouldn't discard my mod because Earendel's license says “ Factorio Mod Limited Distribution Only Licence ” and I'm using their images.
I can change the images so I don't ...
But I was just told that I shouldn't discard my mod because Earendel's license says “ Factorio Mod Limited Distribution Only Licence ” and I'm using their images.
I can change the images so I don't ...
- Sat Jan 10, 2026 11:45 am
- Forum: Modding help
- Topic: [solved] Detect Ghosts before building
- Replies: 4
- Views: 539
Re: Detect Ghosts before building.
I did some tests, and it works.
Thank you very much.
- Fri Jan 09, 2026 8:35 pm
- Forum: Modding help
- Topic: [solved] Detect Ghosts before building
- Replies: 4
- Views: 539
Re: Detect Ghosts before building.
It's a good idea, and if the creation of the ghost is recorded but not when it is built.
What I have in mind is the following:
When a Loader is built without a ghost, verify a code (I already have that code).
When a Loader is built with a ghost, ignore the code.
What I'm trying to do is find a ...
- Fri Jan 09, 2026 4:11 am
- Forum: Modding help
- Topic: DIY Vertical Scrollbar
- Replies: 3
- Views: 483
Re: DIY Vertical Scrollbar
Hello, do you have any test codes?
- Fri Jan 09, 2026 4:06 am
- Forum: Modding help
- Topic: [unsolvable] Intermediate products are not working
- Replies: 7
- Views: 1034
Re: Intermediate products are not working
Hello, how are you?
How is the new year going?
It has been many days since the last comment, and I have not received any information on how to fix this problem, so I will say that this problem is unsolvable.
But if I am wrong, I will be happy to receive the solution and admit my mistake.
How is the new year going?
It has been many days since the last comment, and I have not received any information on how to fix this problem, so I will say that this problem is unsolvable.
But if I am wrong, I will be happy to receive the solution and admit my mistake.
- Thu Jan 08, 2026 12:06 pm
- Forum: Modding help
- Topic: [solved] Detect Ghosts before building
- Replies: 4
- Views: 539
[solved] Detect Ghosts before building
Hello, how are you?
How is the new year going?
I just thought of something, but for that, I need to know if the entity is being built because there was previously a ghost or if it is being built without the ghost.
How is the new year going?
I just thought of something, but for that, I need to know if the entity is being built because there was previously a ghost or if it is being built without the ghost.
- Sun Jan 04, 2026 4:12 pm
- Forum: Mod portal Discussion
- Topic: [Solved] Not all of my MODs appear in the My Mods option
- Replies: 0
- Views: 269
[Solved] Not all of my MODs appear in the My Mods option
Hello, how are you?
A couple of days ago, I uploaded several MODs whose names have the format YAIM904 d01b Core.
Today I realized that my mods d01b, d04b, d05b and d09b; do not appear in the My Mods section.
This seems like an error to me, not a serious one, but I think it should be checked.
A couple of days ago, I uploaded several MODs whose names have the format YAIM904 d01b Core.
Today I realized that my mods d01b, d04b, d05b and d09b; do not appear in the My Mods section.
This seems like an error to me, not a serious one, but I think it should be checked.
- Mon Nov 24, 2025 2:31 am
- Forum: Modding help
- Topic: [unsolvable] Intermediate products are not working
- Replies: 7
- Views: 1034
Re: Intermediate products are not working
It seems strange to me too, but thank you for trying.
That's happening to me, I'm amazed at how old the post is.
I added the allow_decomposition, allow_intermediates, and allow_as_intermediate properties to the recipes, but it doesn't work. Those properties are set to true by default, but I ...
- Sun Nov 23, 2025 7:49 pm
- Forum: Modding help
- Topic: [unsolvable] Intermediate products are not working
- Replies: 7
- Views: 1034
Re: Intermediate products are not working
Thank you for your reply
What happens if you have only 1 compressed iron and 1 compressed gears in your inventory? Can belts be made then?
(3).png
If you have only two compressed iron in your inventory, can belts be made then?
(4).png
Conclusion
In the first case, transport ...
What happens if you have only 1 compressed iron and 1 compressed gears in your inventory? Can belts be made then?
(3).png
If you have only two compressed iron in your inventory, can belts be made then?
(4).png
Conclusion
In the first case, transport ...
- Sun Nov 23, 2025 1:51 pm
- Forum: Modding help
- Topic: [unsolvable] Intermediate products are not working
- Replies: 7
- Views: 1034
[unsolvable] Intermediate products are not working
Context
The idea behind MOD is to create recipes that “compact” and “decompact” items. Compacting is done by a machine, and decompressing is done by the same machine, but also by the player with their hands.
The problem
There is no problem when creating one of the compacted objects.
This can be ...
The idea behind MOD is to create recipes that “compact” and “decompact” items. Compacting is done by a machine, and decompressing is done by the same machine, but also by the player with their hands.
The problem
There is no problem when creating one of the compacted objects.
This can be ...
- Sat Nov 22, 2025 11:58 am
- Forum: Modding help
- Topic: [solved] The productivity effect is not working.
- Replies: 3
- Views: 761
Re: The productivity effect is not working.
You were absolutely right, the ignored_by_stats option was the problem.
I thought that the ignored_by_stats option was only used for manufacturing statistics, I didn't understand that.
Thanks for the clarification
- Sat Nov 22, 2025 12:25 am
- Forum: Modding help
- Topic: [solved] The productivity effect is not working.
- Replies: 3
- Views: 761
[solved] The productivity effect is not working.
The idea behind this MOD is to create an object, entities, and others. I want the recipes to be affected by the productivity module, but it is not creating them; it counts them as creating, but does not create them.
(1).png
(2).png
If you do not understand, please ask specific questions to ...
(1).png
(2).png
If you do not understand, please ask specific questions to ...
- Wed Nov 19, 2025 9:11 pm
- Forum: Modding help
- Topic: [2.0.72] Intermediate products are not working
- Replies: 12
- Views: 2847
Re: [2.0.72] Intermediate products are not working
I suppose the translator, my English, and my explanation are so poor that the problem is unclear.
I prefer to believe that, rather than have no one from Wube or the members of this forum see this and think that everything is fine.
I prefer to believe that, rather than have no one from Wube or the members of this forum see this and think that everything is fine.