Search found 468 matches
- Sun Nov 09, 2025 7:49 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 20
- Views: 1180
Re: Disable quality chances per item in a recipes results
I'm wondering if you could take it a step further, and always have outputs that are of a different quality (relative to the "expected" quality) go into special "different quality" slots. So even in the base game, if a recipe's output is bumped up a quality, it will go into the special ...
- Sun Nov 09, 2025 7:27 pm
- Forum: Modding interface requests
- Topic: read required platform construction materials without "auto request"
- Replies: 2
- Views: 94
Re: read required platform construction materials without "auto request"
When auto requests are enabled that’s exactly what the engine is doing.
Perhaps, but the native C++ code probably runs a lot faster than equivalent lua code, it would be simpler to code this kind of behaviour in lua and it would prevent the game from having to check every space platform twice ...
- Sun Nov 09, 2025 7:12 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 20
- Views: 1180
Re: Disable quality chances per item in a recipes results
Proposed solution of "ignored_by_quality" being an integer has a fundamental flaw that makes it impossible to add: if a recipe would finish, due to value of this field it coukd happen that X items of better quality and Y items of original quality would be given but they would have to be both ...
- Sun Nov 09, 2025 6:48 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 20
- Views: 1180
Re: Disable quality chances per item in a recipes results
Proposed solution of "ignored_by_quality" being an integer has a fundamental flaw that makes it impossible to add: if a recipe would finish, due to value of this field it coukd happen that X items of better quality and Y items of original quality would be given but they would have to be both given ...
- Sat Nov 08, 2025 12:20 pm
- Forum: Ideas and Requests For Mods
- Topic: Docking platforms/Spaceships from Space Exploration (SE vs Space Age)
- Replies: 1
- Views: 157
Re: Docking platforms/Spaceships from Space Exploration (SE vs Space Age)
I really like the SE spaceships, I just don't see how this could ever be implemented to work with SA instead of SE.
Cool idea, but probably not that feasible.
Cool idea, but probably not that feasible.
- Wed Nov 05, 2025 3:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 3
- Views: 327
Re: Better blueprints idea - auto upgrade/downgrade
I don't know for details (which is why I don't implement it myself), but there are mods that do trigger on blueprint placement.
Notable example is: https://mods.factorio.com/mod/belt-turner
I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on ...
- Tue Nov 04, 2025 2:52 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 43
- Views: 4976
Re: QualityPrototype extended
i know this isnt a bonus or multiplier, but being able to turn off quality on a prototype completely would be a massive help - as due to some runtime scripting stuff, getting quality on some of my mods buildings actually makes them worse :lol:
I am afraid i do not want to be doing that ...
- Tue Nov 04, 2025 2:47 pm
- Forum: Not a bug
- Topic: [2.0.72] [Modding] Inconsistent environment setup during migrations when mod/control.lua is missing
- Replies: 2
- Views: 209
Re: [2.0.72] [Modding] Inconsistent environment setup during migrations when mod/control.lua is missing
Thanks for the report however this is working correctly. When a mod has a control.lua, the mods migration scripts run in that lua context. When the mod has no control.lua, the migration scripts run in a temporary lua context not owned by any specific mod.
Ok, but that has any bearing on this ...
- Tue Nov 04, 2025 2:27 pm
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 3
- Views: 327
Re: Better blueprints idea - auto upgrade/downgrade
Sadly, there isn't an event that fires when a blueprint is placed, so I don't think this is possible.
- Tue Nov 04, 2025 2:12 pm
- Forum: Ideas and Requests For Mods
- Topic: Thought of a cool idea for a mod
- Replies: 1
- Views: 407
Re: Thought of a cool idea for a mod
This would be a multiplayer mod. I'm not sure if some of this stuff would be technically possible, but the idea is to make it into a trading game.
- The first 4 planets would be unlocked, each one is a separate force
- You cannot land on another force's planet
- You can trade with other planets ...
- Thu Oct 09, 2025 5:02 pm
- Forum: Ideas and Requests For Mods
- Topic: "The Approverator"
- Replies: 5
- Views: 812
Re: "The Approverator"
Taking a look at the source code in this line there's a comment saying the placeholder has to be an entity-ghost prototype, otherwise it won't inherit the properties of the placeholder (eg recipes/circuit configs) and mess up the deconstruction interaction.
That's not what it says...
-- The ...
- Fri Sep 26, 2025 9:49 am
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 8
- Views: 876
Re: Module slots for Agricultural Towers
Productivity would allow the agricultural tower to produce more plants per operation
Speed would allow the agricultural tower to produce plants faster
Quality would make the agricultural tower produce higher quality plants
Why wouldn't any of these work?
Because code-wise, none of those ...
- Tue Sep 23, 2025 3:18 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 8
- Views: 876
Re: Module slots for Agricultural Towers
Aside from efficiency modules, no module type would have any effect on agricultural towers. They don't actually produce anything, they just automatically harvest plants.
Productivity would allow the agricultural tower to produce more plants per operation
Speed would allow the agricultural tower ...
- Sun Sep 14, 2025 6:38 pm
- Forum: Ideas and Suggestions
- Topic: In the (in game) mod portal, 2 wikis for easy mod checks
- Replies: 1
- Views: 302
Re: In the (in game) mod portal, 2 wikis for easy mod checks
I'm not sure you understand how mods work. This would be almost impossible with the current modding implementation.
- Fri Sep 12, 2025 4:59 pm
- Forum: Technical Help
- Topic: [2.0.55] won't update
- Replies: 11
- Views: 1720
Re: 2.0.55 won't update
Try logging out of your factorio.com account and then logging back in. I believe the account is necessary to update the game. There also might be something in the log about why the game isn't able to update, so can you please provide that if relogging into your account doesn't work?
- Wed Sep 10, 2025 3:46 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 8
- Views: 876
Module slots for Agricultural Towers
Currently, you cannot add module slots to prototypes of the AgriculturalTowerPrototype type, limiting the number of machines we can add module slots to.
The list of machines we can add modules to, as of 2.0.66, includes the following prototype types.
AssemblingMachinePrototype
FurnacePrototype ...
The list of machines we can add modules to, as of 2.0.66, includes the following prototype types.
AssemblingMachinePrototype
FurnacePrototype ...
- Wed Sep 10, 2025 3:45 pm
- Forum: Resolved Requests
- Topic: quality_affects_module_slots property has incorrect description for LabPrototype and MiningDrillPrototype.
- Replies: 1
- Views: 283
quality_affects_module_slots property has incorrect description for LabPrototype and MiningDrillPrototype.
The documentation for LabPrototype and MiningDrillPrototype state that the quality_affects_module_slots property of each make the beacon_module_slots_bonus property of QualityPrototype apply to the prototype, despite there existing versions of that second property specific to each of them. The ...
- Tue Sep 09, 2025 6:28 pm
- Forum: Gameplay Help
- Topic: Coal Liquefaction
- Replies: 9
- Views: 952
Re: Coal Liquefaction
Hi,
according to the wiki (or ingame), Coal Liquefaction uses 10 coal and the recipe runs for 5s. So a red belt (30 items/s) should be able to supply 15 refineries. Yet I am unable to run more than 11 Refinieries off a red belt.
Where am I wrong?
Is the red belt completely full? It might only ...
- Tue Sep 09, 2025 10:59 am
- Forum: Ideas and Suggestions
- Topic: Move space platform request to the schedule part
- Replies: 2
- Views: 325
Re: Move space platform request to the schedule part
Sounds like a good idea. Only things I'd like to note are the following:
What would the request clause do (other than requesting) if the wait for satisfaction checkbox was unticked?
And how would request groups be synced between platforms if there aren't any request groups anymore?
What would the request clause do (other than requesting) if the wait for satisfaction checkbox was unticked?
And how would request groups be synced between platforms if there aren't any request groups anymore?
- Tue Sep 09, 2025 10:48 am
- Forum: Not a bug
- Topic: [2.0.66] Adding nonexistent fluid to recipe shows error of quality mod
- Replies: 5
- Views: 530
Re: [2.0.66] Adding nonexistent fluid to recipe shows error of quality mod
If you are leaving data in a corrupted state then i do not care if mods running later are crashing, fault is in your mod. Not a bug.
Actually, it could be confusing to new mod authors that a fluid they're trying to use doesn't exist (or is spelt incorrectly) if they receive this error, as it ...