Search found 99 matches

by _CodeGreen
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 ...
by _CodeGreen
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

front wrote: Wed Oct 22, 2025 8:42 pm Also, I think it was planned for 2.1 anyways.
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.
by _CodeGreen
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 ...
by _CodeGreen
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
by _CodeGreen
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 ...
by _CodeGreen
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 ...
by _CodeGreen
Mon Sep 29, 2025 5:04 pm
Forum: Releases
Topic: Version 2.0.69
Replies: 19
Views: 10046

Re: Version 2.0.69

Nice
by _CodeGreen
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"
by _CodeGreen
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.
by _CodeGreen
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 ...
by _CodeGreen
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 ...
by _CodeGreen
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!
by _CodeGreen
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.
by _CodeGreen
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 ...
by _CodeGreen
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!
by _CodeGreen
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.

OBS-2025-05-18 08-01-10.mp4
(16.65 MiB) Downloaded 69 times
by _CodeGreen
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 ...
by _CodeGreen
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 ...
by _CodeGreen
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 ...
by _CodeGreen
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.

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