Search found 456 matches

by BraveCaperCat
Tue Sep 23, 2025 3:18 pm
Forum: Modding interface requests
Topic: Module slots for Agricultural Towers
Replies: 6
Views: 470

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 ...
by BraveCaperCat
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: 213

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.
by BraveCaperCat
Fri Sep 12, 2025 4:59 pm
Forum: Technical Help
Topic: 2.0.55 won't update
Replies: 11
Views: 1047

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?
by BraveCaperCat
Wed Sep 10, 2025 3:46 pm
Forum: Modding interface requests
Topic: Module slots for Agricultural Towers
Replies: 6
Views: 470

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 ...
by BraveCaperCat
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: 211

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 ...
by BraveCaperCat
Tue Sep 09, 2025 6:28 pm
Forum: Gameplay Help
Topic: Coal Liquefaction
Replies: 9
Views: 673

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 ...
by BraveCaperCat
Tue Sep 09, 2025 10:59 am
Forum: Ideas and Suggestions
Topic: Move space platform request to the schedule part
Replies: 2
Views: 257

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?
by BraveCaperCat
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: 406

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 ...
by BraveCaperCat
Tue Sep 09, 2025 10:14 am
Forum: Not a bug
Topic: [2.0.66] Adding nonexistent fluid to recipe shows error of quality mod
Replies: 5
Views: 406

Re: [2.0.66] Adding nonexistent fluid to recipe shows error of quality mod

That's because the quality mod itself doesn't check whether the ingredients of a recipe exist or not before trying to interact with their prototypes.
It however only does that with fluids, which is why adding a nonexistent fluid causes this error, but adding a nonexistent item causes the expected ...
by BraveCaperCat
Mon Sep 08, 2025 7:34 pm
Forum: Gameplay Help
Topic: Combinators: Keep a Gete ope for some time after passing it
Replies: 4
Views: 462

Re: Combinators: Keep a Gete ope for some time after passing it


Ok, so here's the problem. As you can see, the gate has already closed, and the signal would be green again, but I'm right on the tracks ... so I want the signal to stay red long enough for me to cross the whole track. I know there would be an easy solution to this problem by covering the whole ...
by BraveCaperCat
Mon Sep 08, 2025 7:10 pm
Forum: Gameplay Help
Topic: Combinators: Keep a Gete ope for some time after passing it
Replies: 4
Views: 462

Re: Combinators: Keep a Gete ope for some time after passing it

Actually, A better solution might be to just only turn the signal green when both the entrance and exit gates are closed and have the signal be red otherwise.
Or I'm just misunderstanding what you're trying to do and it won't work for whatever reason.
by BraveCaperCat
Mon Sep 08, 2025 5:21 pm
Forum: Modding discussion
Topic: Using space age assets in mods.
Replies: 11
Views: 3438

Re: Using space age assets in mods.



You're not allowed to distribute Space Age assets to non-expansion Factorio.


Interestingly, the Term of Service does allow using SA assets in mods with no further restrictions:

Throughout this document, Factorio refers to the Factorio video game as well as the Factorio: Space Age expansion ...
by BraveCaperCat
Thu Sep 04, 2025 3:46 pm
Forum: Ideas and Requests For Mods
Topic: "The Approverator"
Replies: 3
Views: 511

Re: "The Approverator"




I'd like to make a patch for Construction Approvals ( https://mods.factorio.com/mod/ConstructionPlannerContinued ) that fixes it's problem with the Placeholder Entities it uses to function cluttering the UI with Missing Construction Material alerts:
alerts1.pngalerts2.png
I've discussed ...
by BraveCaperCat
Wed Sep 03, 2025 4:26 pm
Forum: Modding interface requests
Topic: Scaling the Health Effects of Crafting Machines
Replies: 5
Views: 491

Re: Scaling the Health Effects of Crafting Machines

Uhhhhhh
there's a ProductionHealthEffect struct???
by BraveCaperCat
Wed Sep 03, 2025 4:17 pm
Forum: Ideas and Requests For Mods
Topic: "The Approverator"
Replies: 3
Views: 511

Re: "The Approverator"


I'd like to make a patch for Construction Approvals ( https://mods.factorio.com/mod/ConstructionPlannerContinued ) that fixes it's problem with the Placeholder Entities it uses to function cluttering the UI with Missing Construction Material alerts:
alerts1.pngalerts2.png
I've discussed solutions ...
by BraveCaperCat
Fri Aug 29, 2025 11:23 am
Forum: Modding interface requests
Topic: Ability to make Remote Drone Car/Vehicle Driving work
Replies: 2
Views: 588

Re: Ability to make Remote Drone Car/Vehicle Driving work

That is confusing. I'm not sure why it does that.
by BraveCaperCat
Wed Aug 20, 2025 5:05 pm
Forum: Resolved Requests
Topic: Space Location documentation implies "parent body" where none exists
Replies: 1
Views: 458

Space Location documentation implies "parent body" where none exists

The documentation for the distance and orientation properties of the SpaceLocationPrototype prototype type imply the existance of some sort of "parent body". Rather, it should be changed, in order to show that distance and orientation are around the sun and not around whatever other object you want.
by BraveCaperCat
Tue Aug 19, 2025 6:09 pm
Forum: Modding discussion
Topic: What does science_pack_drain_multiplier do?
Replies: 13
Views: 2512

Re: What does science_pack_drain_multiplier do?



To ask a possibly-dumb question, where is the 200-600% effect coming from then? It is not obvious from the Prototypes, if it’s not this.

I don't know, but I'm guessing it's from the same thing that causes quality repair packs to have higher durability. (But not, for example, ammo).
Maybe both ...
by BraveCaperCat
Tue Aug 19, 2025 5:21 pm
Forum: Implemented mod requests
Topic: Loaders ignore automated insertion limit
Replies: 6
Views: 878

Re: Loaders ignore automated insertion limit

I believe that's the point of loaders.
by BraveCaperCat
Tue Aug 19, 2025 5:17 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Request] Top left aligned quality icons
Replies: 3
Views: 605

Re: [Mod Request] Top left aligned quality icons


Well its either going to be 'invert the y value' or 'set x and y to 0' bc factorio anchors are either in the top left, or the center. I'm not sure where quality sets its own.


No, the quality_indicator_shift property is a vector from the bottom left corner of the selection box to wherever you ...

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