Search found 473 matches

by BraveCaperCat
Sat Dec 13, 2025 6:16 pm
Forum: Ideas and Requests For Mods
Topic: Roboport planet landing
Replies: 4
Views: 906

Re: Roboport planet landing

TBC_x wrote: Mon Nov 03, 2025 6:48 pm Yes
...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.
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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.
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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.
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
by BraveCaperCat
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 ...
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: 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.
by BraveCaperCat
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?

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