...and no. That mod completely removes the player character. What this person is looking for almost certainly is just to be able to deploy a roboport on new planets instead of players, not to remove the player entirely.
Search found 473 matches
- Sat Dec 13, 2025 6:16 pm
- Forum: Ideas and Requests For Mods
- Topic: Roboport planet landing
- Replies: 4
- Views: 906
- Sat Dec 13, 2025 6:13 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 51
- Views: 6498
Re: QualityPrototype extended
there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
also Default: Value of default_multiplier would be must better than default to one
Furnaces inherit from crafting machines, as other people have pointed out, but labs and mining drills do ...
- Sat Nov 15, 2025 6:50 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 558
Re: A way to toggle fluid temperature affecting crafting speed
Related: 123821
It's not related.
It makes sense that fluid temperature affects crafting speed by default, but I want to make a steam powered plant grower and harvester and it makes no sense for fluid temperature to affect how quickly plants grow. I searched the modding API for anything ...
- Sat Nov 15, 2025 3:00 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 558
- Mon Nov 10, 2025 1:13 pm
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3646
Re: Disable quality chances per item in a recipes results
Edit2: UI for the different slots would be a duplicate of the output slots, but with the wildcard quality icon on each possible output - or perhaps the recipe's "base quality" with a greater-than/less-than next to it. An additional advantage of this is that it could clearly communicate what ...
- Sun Nov 09, 2025 7:49 pm
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3646
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: 309
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: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3646
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: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3646
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: 419
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: 4
- Views: 628
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: 51
- Views: 6498
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: 356
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: 4
- Views: 628
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: 569
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: 1019
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: 1129
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: 1129
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: 371
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: 2135
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?