+1, I have run into this multiple times and it being dependent on order feels white counterintuitive.
It would be nice if handcrafting could check multiple recipes for crafting intermediates, but I don't want to distract from the main ask, as I could see that being a performance optimization
Search found 24 matches
- Wed Nov 05, 2025 1:54 am
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 8
- Views: 1345
- Wed Oct 22, 2025 9:30 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1336
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
If only every array[SomeID] could be converted into a dictionary[SomeID -> true]
that would be a welcome change in my eyes.
edit: and to that extend they should just add a global "list_to_map" function to all the data stages as well as control thst just don't depend on importing util.
I ...
- Wed Oct 22, 2025 9:08 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1336
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
My view on this is that the additional_categories was a valuable bandaid to see whether this is a worthy feature request, let me start with that. It's introduction did remind me of how in 1.1 there was ingredients = {} and expensive = { ingredients = {}}
which made helper functions way more ...
which made helper functions way more ...
- Fri Apr 25, 2025 10:13 pm
- Forum: Implemented mod requests
- Topic: Add a damage parameter for projectiles to surface.create_entity
- Replies: 6
- Views: 886
Re: Add a damage parameter for projectiles to surface.create_entity
OK great, thanks for the clarification!
- Thu Apr 24, 2025 6:20 pm
- Forum: Implemented mod requests
- Topic: Add a damage parameter for projectiles to surface.create_entity
- Replies: 6
- Views: 886
Re: Add a damage parameter for projectiles to surface.create_entity
I also noticed that projectiles spawned don't have a quality even when specified while spawning:
game.print("ammo_quality="..(ammo_stack and ammo_stack.quality.name or "nil"))
local projectile = surface.create_entity{
name = "smart-rounds-magazine",
source = event.source_entity,
position ...
game.print("ammo_quality="..(ammo_stack and ammo_stack.quality.name or "nil"))
local projectile = surface.create_entity{
name = "smart-rounds-magazine",
source = event.source_entity,
position ...
- Thu Apr 24, 2025 5:59 pm
- Forum: Implemented mod requests
- Topic: Add a damage parameter for projectiles to surface.create_entity
- Replies: 6
- Views: 886
Re: Add a damage parameter for projectiles to surface.create_entity
Thank you! Looking forward to it
- Tue Apr 22, 2025 8:58 pm
- Forum: Implemented mod requests
- Topic: Add a damage parameter for projectiles to surface.create_entity
- Replies: 6
- Views: 886
Add a damage parameter for projectiles to surface.create_entity
I am spawning projectiles at runtime with an `on_script_trigger_effect` , but they are not inheriting the damage modifiers from projectile damage technologies. I am setting the source and cause entities when available, but the projectiles still only apply the base projectile's damage. I spoke with ...
- Fri Mar 21, 2025 6:33 pm
- Forum: Mods
- Topic: Telogistics
- Replies: 2
- Views: 1670
Re: Telogistics
Calling a mod developer untalented and lazy when they were kind enough to make the mod in the first place is a terrible way to ask other mod developers to implement your request.
And as the creator said in the thread where you made this request ( https://mods.factorio.com/mod/Telogistics/discussion ...
And as the creator said in the thread where you made this request ( https://mods.factorio.com/mod/Telogistics/discussion ...
- Wed Feb 26, 2025 12:34 am
- Forum: Implemented mod requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 9
- Views: 1418
Re: Add "possible_inputs" to agricultural-tower
Cross-posting from here, I'd searched but had missed this post. +1, this would be greatly beneficial for using the agricultural tower in more unique and diverse contexts while modding.
- Mon Feb 24, 2025 7:39 am
- Forum: Ideas and Suggestions
- Topic: Add input filters to Agricultural tower prototype
- Replies: 1
- Views: 417
Add input filters to Agricultural tower prototype
TL;DR
Being able to set a filter for [Agricultural Tower](https://lua-api.factorio.com/latest/prototypes/AgriculturalTowerPrototype.html) input items would allow for better distinct agricultural towers in mods.
What?
Currently there is no way to limit what plants different agricultural towers ...
Being able to set a filter for [Agricultural Tower](https://lua-api.factorio.com/latest/prototypes/AgriculturalTowerPrototype.html) input items would allow for better distinct agricultural towers in mods.
What?
Currently there is no way to limit what plants different agricultural towers ...
- Wed Jan 08, 2025 4:50 am
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 36
- Views: 7110
Re: Request: Move recycling recipe generation to data-final-fixes
For those looking, an alternative solution has been approved: viewtopic.php?f=65&t=125567
The Quality module will, afaik, still load in data-updates.lua, but mod developers are free to re-run the generate_recycling_recipes loop.
The Quality module will, afaik, still load in data-updates.lua, but mod developers are free to re-run the generate_recycling_recipes loop.
- Mon Jan 06, 2025 6:07 am
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 36
- Views: 7110
Re: Request: Move recycling recipe generation to data-final-fixes
+1 as the other dev in the thread linked by brevven. Since all mods effectively depend on the quality module, mods are effectively limited to only modifying recipes in the data stage unless they manually regenerate recycling recipes, which is quite restrictive.
I do genuinely like modifying recipes ...
I do genuinely like modifying recipes ...
- Sat Nov 30, 2024 9:36 pm
- Forum: Resolved Problems and Bugs
- Topic: Residual HR images, not referenced
- Replies: 1
- Views: 410
Residual HR images, not referenced
Hiya! I didn't find any bug reports on this one, but maybe it's fixed in experimental, I'm on latest stable. I noticed that there are still a low vs high resolution images in the game files, and the prototypes themselves don't reference the hr versions. All cases of standard vs hr .png files still ...
- Fri Nov 22, 2024 12:57 am
- Forum: Ideas and Requests For Mods
- Topic: Request port 2.0 for Ironclad Gunboat and Mortar Turret
- Replies: 1
- Views: 620
Re: Request port 2.0 for Ironclad Gunboat and Mortar Turret
Hiya! I'm thinking of doing a port of this for 2.0. Are you interested in both the Mortar Turret and the Gunboat variant of the Ironclad, or only one of the two?
- Fri Jan 19, 2024 8:09 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 54729
Re: Friday Facts #394 - Assembler flipping and circuit control
This looks amazing! Does flipping work for all entity types, e.g. a pipe with limited fluid connections? Asking because I have a mod that lets you remove pipe connections in specific directions, and if they were automatically detected as flippable / rotatable with this change, that would be a ...
- Wed Oct 18, 2023 10:21 pm
- Forum: Modding help
- Topic: SOLVED: Unable to access custom noise at runtime
- Replies: 3
- Views: 1185
Re: SOLVED: Unable to access custom noise at runtime
UPDATE: I figured it out, the noise layer is not necessary for accessing this at runtime, and for some reason the noise expression cannot be named the same thing as the property being accessed.
The following works:
for _,surface in pairs(game.surfaces) do
local mgs = surface.map_gen_settings
mgs ...
The following works:
for _,surface in pairs(game.surfaces) do
local mgs = surface.map_gen_settings
mgs ...
- Mon Oct 16, 2023 3:33 pm
- Forum: Modding help
- Topic: SOLVED: Unable to access custom noise at runtime
- Replies: 3
- Views: 1185
Re: Unable to access custom noise at runtime
Hmmm, unfortunately I made that change to no avail, "temperature" still gets printed out, but "fertility" is always an empty result.
As a sanity check, I also tried disabling all other mods and left just this one, and none of them seem to be the culprit.
I've also tried not specifying an intended ...
As a sanity check, I also tried disabling all other mods and left just this one, and none of them seem to be the culprit.
I've also tried not specifying an intended ...
- Mon Oct 16, 2023 7:59 am
- Forum: Modding help
- Topic: SOLVED: Unable to access custom noise at runtime
- Replies: 3
- Views: 1185
SOLVED: Unable to access custom noise at runtime
Hi!
I'm having trouble accessing custom noise layers at runtime with calculate_tile_properties . I've searched around and I see that from the original post (https://forums.factorio.com/viewtopic.php?p=438975&sid=73a3aebfb45679decff17ce7230ac02b#p438975), you have to add it to property_expression ...
I'm having trouble accessing custom noise layers at runtime with calculate_tile_properties . I've searched around and I see that from the original post (https://forums.factorio.com/viewtopic.php?p=438975&sid=73a3aebfb45679decff17ce7230ac02b#p438975), you have to add it to property_expression ...
- Mon Sep 11, 2023 3:05 am
- Forum: Modding interface requests
- Topic: Event when blueprint is rotated/flipped
- Replies: 4
- Views: 1936
Re: Event when blueprint is rotated/flipped
This almost works, but 1) I ran into too many bugs when changing function call order and details to find the golden bullet per se and 2) replacing the Rotate function isn't viable, since you can't emulate the rotate logic for items in your cursor (with Q).
So it'd still be very handy to have an ...
So it'd still be very handy to have an ...
- Sat Sep 02, 2023 7:07 am
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 7884
Re: Export currently held blueprint library object to item
Update: While it's very roundabout and requires handling blueprint rotation manually, I was able to come up with a roadmap for a solution within the existing API. I've gotten a proof-of-concept underway locally, and I've documented my current findings here: https://forums.factorio.com/viewtopic.php ...