Search found 99 matches
- Thu Oct 23, 2025 2:07 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1348
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
I don't think many people will be doing a lot of category modification, and while it would be nice in that case to have a dictionary, it's really not that bad to do an array. If I were making a bunch of handcrafting recipes, I wouldn't want to have to specify {"crafting"} every single time, and that ...
- Wed Oct 22, 2025 9:01 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1348
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Not necessarily. Only the splitting of the hybrid categories into their respective parts is confirmed, the unification of `categories` is an optional step 2 that I will only say was recently talked about not doing for fear of breaking changes.
- Wed Oct 22, 2025 8:19 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1348
Discussion/Poll: Potential unification of recipe category & additional_categories
With the addition of additional_categories for recipe prototypes in 2.0.49, there are now two places for recipe categories to be defined.
This works well enough, since it didn't break any existing mods using the category field.
For 2.1, boskid has mentioned he will be removing all of the hybrid ...
This works well enough, since it didn't break any existing mods using the category field.
For 2.1, boskid has mentioned he will be removing all of the hybrid ...
- Thu Oct 16, 2025 6:48 pm
- Forum: Implemented Suggestions
- Topic: Give Combinators Higher Power Priority
- Replies: 12
- Views: 693
Re: Give Combinators Higher Power Priority
I'm surprised this isn't a thing already to be honest
- Wed Oct 08, 2025 12:08 am
- Forum: Modding discussion
- Topic: [Research] Quick questions for modders (university seminar)
- Replies: 6
- Views: 524
Re: [Research] Quick questions for modders (university seminar)
Hi, great topic for a seminar! I started writing this before anyone else responded and then went to eat dinner partway through, so I may be repeating a few things from others.
- Most unexpected/surprising mod you’ve seen (or made) and why it stood out.
It's hard to pick a single mod out of the ...
- Most unexpected/surprising mod you’ve seen (or made) and why it stood out.
It's hard to pick a single mod out of the ...
- Thu Oct 02, 2025 4:28 am
- Forum: Off topic
- Topic: Unofficial Factorio Server Claiming to be Wube and Not Actually Wube
- Replies: 18
- Views: 1489
Re: Unofficial Factorio Server Claiming to be Wube and Not Actually Wube
Hi, one of the (unofficial) Factorio Discord server moderators here.
I only feel the need to chime in because anyone who reads this thread will only ever see one side of the story otherwise, which I don't feel is fair.
This will be my only message in this thread, I do not wish to continue this ...
I only feel the need to chime in because anyone who reads this thread will only ever see one side of the story otherwise, which I don't feel is fair.
This will be my only message in this thread, I do not wish to continue this ...
- Mon Sep 29, 2025 5:04 pm
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 10046
Re: Version 2.0.69
Nice
- Thu Sep 04, 2025 10:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.66] Crash building sprite atlas with invalid filename for tile-effect effect texture
- Replies: 1
- Views: 1188
[Genhis][2.0.66] Crash building sprite atlas with invalid filename for tile-effect effect texture
minimal reproduction, stick this somewhere in the prototype stage:
Code: Select all
data.raw["tile-effect"]["water"].water.textures[1].filename = "shibboleet"- Thu Sep 04, 2025 7:11 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::swap_players
- Replies: 5
- Views: 557
LuaPlayer::swap_players
May end up doing this myself, but figured I'd put it here in case someone else does it before I do.
Currently the only way to do this is with the console command /swap-players which calls Player::swap_players, but it would be neat if mods could do the same as well.
Currently the only way to do this is with the console command /swap-players which calls Player::swap_players, but it would be neat if mods could do the same as well.
- Tue Aug 12, 2025 2:44 pm
- Forum: Modding interface requests
- Topic: Allow dependency on core
- Replies: 5
- Views: 499
Re: Allow dependency on core
The request in this case is to pretend core has a version number for the purposes of the dependency, that way mods could use the dependency system as it is now to control the allowed engine version, instead of needing a new info.json field along the lines of factorio_version, or changing factorio ...
- Tue Aug 12, 2025 1:37 pm
- Forum: Modding interface requests
- Topic: Allow dependency on core
- Replies: 5
- Views: 499
Allow dependency on core
There have been a few times where I want to depend on a specific Factorio version, whether it's because of an API method that was added or changed, a new prototype type was made, or any other thing that would make backwards compatibility broken.
There have also been a few times where I've made a mod ...
There have also been a few times where I've made a mod ...
- Thu Jul 17, 2025 1:29 am
- Forum: Resolved Requests
- Topic: [2.0.60] LuaItemPrototype::flags is optional
- Replies: 1
- Views: 296
[2.0.60] LuaItemPrototype::flags is optional
Title says it all pretty much. The field says the dictionary is always present, and it is in fact not always present, specifically when the item prototype has no flags.
Thank you!
Thank you!
- Mon Jul 07, 2025 2:30 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement.open_elem() (choose-elem-button)
- Replies: 3
- Views: 1146
Re: LuaGuiElement.open_elem() (choose-elem-button)
+1, not much else for me to add but I agree with both above.
- Sun Jul 06, 2025 1:50 am
- Forum: Mod portal Discussion
- Topic: Hide mods/authors
- Replies: 1
- Views: 626
Re: Hide mods/authors
You can do that already with the "-" operator, similar to a google search.
For example, "-earendel" will hide all of earendel's mods.
The mod portal used to not support it because mellisearch, the api it switched to a while go, didn't have it, but it had since been updated to support it.
It's not ...
For example, "-earendel" will hide all of earendel's mods.
The mod portal used to not support it because mellisearch, the api it switched to a while go, didn't have it, but it had since been updated to support it.
It's not ...
- Mon May 19, 2025 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 818
Re: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Sounds good, and yeah I considered poking around myself but decided not to due to the same risk.
Thanks for looking into this!
Thanks for looking into this!
- Sun May 18, 2025 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 818
Re: [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
here's a video for clarification, entering singleplayer and testing the mod works, multiplayer and testing the mod doesn't.
I've made sure the custom input events result in the same outcome.
I've made sure the custom input events result in the same outcome.
- Sun May 18, 2025 3:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 818
[Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
I made a mod a while ago called Force Inventory Insert that lets the player forcibly insert items into the bar portion of an inventory if it's full, that way players don't have to manually move each stack.
I've had a bug reported recently where the mod doesn't work in multiplayer, and after a ...
I've had a bug reported recently where the mod doesn't work in multiplayer, and after a ...
- Tue Apr 29, 2025 1:20 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 25146
Re: Version 2.0.46
There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out ...
- Fri Apr 18, 2025 7:15 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 91190
Re: Version 2.0.45
I'm reading over this thread, and something I'd like to point out regardless of opinions on whether or not the change should be reverted, is that mods disable steam achievements. So sure, you could technically unlock achievements with mods, but the second you disable mods you lose all of the ...
- Sun Apr 13, 2025 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
- Replies: 14
- Views: 3937
Re: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
+1
I get that how it works internally is different from everything else, but everything else in the game revolving around implicit signal combination over/underflows. It doesn't make sense from a player's perspective, even if it makes sense from a developer's perspective.
I get that how it works internally is different from everything else, but everything else in the game revolving around implicit signal combination over/underflows. It doesn't make sense from a player's perspective, even if it makes sense from a developer's perspective.