I would like it if there was only an array of categories. When I first got into Factorio modding (in early 2.0), I was actually really shocked that it was all done with weird combinatorial strings. It seemed anti-Factorio for the implementation to be like that.
Right now I use additional_categories ...
Search found 30 matches
- Wed Oct 22, 2025 11:04 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1362
- Tue Oct 21, 2025 4:14 pm
- Forum: Modding interface requests
- Topic: Add flow_scaling to ValvePrototype as well
- Replies: 2
- Views: 209
Re: Add flow_scaling to ValvePrototype as well
Yes, unfortunately even if I set it to some obscenely high value, the actual flow rate still slows to a crawl as it reaches the threshold.
- Tue Oct 21, 2025 12:20 am
- Forum: Modding interface requests
- Topic: Add flow_scaling to ValvePrototype as well
- Replies: 2
- Views: 209
Add flow_scaling to ValvePrototype as well
Hello, (especially Boskid),
flow_scaling is really handy on PumpPrototype, but I'm having a situation where I'd like it to exist on ValvePrototype as well. (For a mod I am working on, I would like it if a given container filled up quickly to some threshold determined by a valve_threshold_override ...
flow_scaling is really handy on PumpPrototype, but I'm having a situation where I'd like it to exist on ValvePrototype as well. (For a mod I am working on, I would like it if a given container filled up quickly to some threshold determined by a valve_threshold_override ...
- Sat Sep 13, 2025 8:02 pm
- Forum: Duplicates
- Topic: [2.0.66] Turrets with a limited turn_range and a square hitbox will turn themselves to keep firing at entities
- Replies: 1
- Views: 435
[2.0.66] Turrets with a limited turn_range and a square hitbox will turn themselves to keep firing at entities
Hello,
I encountered this bug when playing with https://mods.factorio.com/mod/snouz_long_electric_gun_turret . When it selects an entity to fire on, if the entity moves to the left or right of its firing cone, the turret rotates itself to keep the target in the firing cone.
This is easiest to test ...
I encountered this bug when playing with https://mods.factorio.com/mod/snouz_long_electric_gun_turret . When it selects an entity to fire on, if the entity moves to the left or right of its firing cone, the turret rotates itself to keep the target in the firing cone.
This is easiest to test ...
- Fri May 30, 2025 4:49 am
- Forum: Implemented mod requests
- Topic: Give SolarPanelEquipment the same parameters as solar panels
- Replies: 2
- Views: 546
Re: Give SolarPanelEquipment the same parameters as solar panels
They do at least obey the solar power on the surface you are on. Source: try using construction bots on Fulgora without a portable reactor ...
- Thu May 29, 2025 8:27 pm
- Forum: Modding interface requests
- Topic: Allow processions to play when sending a cargo pod from planet to planet
- Replies: 0
- Views: 439
Allow processions to play when sending a cargo pod from planet to planet
Hello,
I am making a mod where I have a type of rocket that sends the player directly from a planet to its moon (or vice versa). Despite having hooked up the processions correctly in the moon's prototype, no procession animation plays when I script LuaEntity::launch_rocket({type.defines.cargo ...
I am making a mod where I have a type of rocket that sends the player directly from a planet to its moon (or vice versa). Despite having hooked up the processions correctly in the moon's prototype, no procession animation plays when I script LuaEntity::launch_rocket({type.defines.cargo ...
- Thu May 29, 2025 3:07 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.52] game.take_technology_screenshot's selected_technology argument doesn't do anything
- Replies: 1
- Views: 1672
[boskid][2.0.52] game.take_technology_screenshot's selected_technology argument doesn't do anything
Hello. The docs claim that LuaGame::take_technology_screenshot has a selected_technology argument for "The technology to highlight". However, passing this argument doesn't appear to do anything.
Attached are three screenshots. without-selected.png is the result of take_technology_screenshot without ...
Attached are three screenshots. without-selected.png is the result of take_technology_screenshot without ...
- Wed May 21, 2025 3:50 am
- Forum: Modding interface requests
- Topic: Add field Count to TechnologyTriggers
- Replies: 6
- Views: 860
Re: Add field Count to TechnologyTriggers
Oh, there's also AchievementPrototype and children. I knew I was forgetting something...
I would be totally OK with an approximate guess for the researches because I'm planning for it to be an amount large enough that you'd have to automate. But I do get how it would be annoying if a tech says it ...
I would be totally OK with an approximate guess for the researches because I'm planning for it to be an amount large enough that you'd have to automate. But I do get how it would be annoying if a tech says it ...
- Mon May 19, 2025 7:13 pm
- Forum: Modding interface requests
- Topic: Add field Count to TechnologyTriggers
- Replies: 6
- Views: 860
Re: Add field Count to TechnologyTriggers
This is kind of a stretch, but I would really like it if TechnologyTrigger and TipTrigger were unified. It seems strange to me that there's two redundant and incompatible systems. It would also allow much richer use of tech triggers, like requiring X crafts of a specific recipe instead of just ...
- Wed Apr 23, 2025 4:54 am
- Forum: Won't implement
- Topic: Let roboports have a shorter logistics_connection_distance than logistics_radius
- Replies: 3
- Views: 1059
- Tue Apr 22, 2025 9:37 pm
- Forum: Won't implement
- Topic: Let roboports have a shorter logistics_connection_distance than logistics_radius
- Replies: 3
- Views: 1059
Let roboports have a shorter logistics_connection_distance than logistics_radius
Hello,
I'd like to implement an earlier-game roboport that has a logistics radius but does not connect to other roboports (so you can have belt malls, but can't replace your whole base with bots). It looks like the cleanest way to do this would be to set the logistics_connection_distance to 0 (or ...
I'd like to implement an earlier-game roboport that has a logistics radius but does not connect to other roboports (so you can have belt malls, but can't replace your whole base with bots). It looks like the cleanest way to do this would be to set the logistics_connection_distance to 0 (or ...
- Tue Apr 15, 2025 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Hidden hotkey to restart the game, for mod developers
- Replies: 9
- Views: 1354
Re: Hidden hotkey to restart the game, for mod developers
Oh huh I've never heard of that. How does it work? (It's Unlicense but there's no source codeangramania wrote: Mon Apr 14, 2025 8:07 pm Also you may try https://mods.factorio.com/mod/ReloadModsRedux
- Mon Apr 14, 2025 7:56 pm
- Forum: Modding interface requests
- Topic: Expose entities' status diode_color and label even for non-custom states
- Replies: 2
- Views: 267
Expose entities' status diode_color and label even for non-custom states
Hello,
Right now the only interface modders have to get information about an entity's status is LuaEntity::status, which is just an enum. This means that if you want to render your own diode+label combination, say in a custom GUI for an entity, you have to write a lot of code to figure out the ...
Right now the only interface modders have to get information about an entity's status is LuaEntity::status, which is just an enum. This means that if you want to render your own diode+label combination, say in a custom GUI for an entity, you have to write a lot of code to figure out the ...
- Mon Apr 14, 2025 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Hidden hotkey to restart the game, for mod developers
- Replies: 9
- Views: 1354
Re: Hidden hotkey to restart the game, for mod developers
Sure, but not everyone is a developer, and it'd be a lot jankier than official support.
- Sun Apr 13, 2025 6:19 pm
- Forum: Ideas and Suggestions
- Topic: Hidden hotkey to restart the game, for mod developers
- Replies: 9
- Views: 1354
Hidden hotkey to restart the game, for mod developers
TL;DR
A key combination, unbound by default, that closes and restarts the game, like it does when you change your mod settings.
Either it could be in the super secret settings, or probably just unbound by default in the default controls menu.
Why?
I'm currently developing a mod and I spend an ...
A key combination, unbound by default, that closes and restarts the game, like it does when you change your mod settings.
Either it could be in the super secret settings, or probably just unbound by default in the default controls menu.
Why?
I'm currently developing a mod and I spend an ...
- Thu Apr 03, 2025 2:14 am
- Forum: Modding interface requests
- Topic: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
- Replies: 8
- Views: 1128
Re: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
Would you please add it? 
I can open a new thread if this thread has diverged too far from the original post topic.
I can open a new thread if this thread has diverged too far from the original post topic.
- Wed Apr 02, 2025 7:59 pm
- Forum: Resolved Requests
- Topic: Document LuaSurface::create_entities_from_blueprint_string
- Replies: 2
- Views: 484
Document LuaSurface::create_entities_from_blueprint_string
Title says it all really. In the tips&tricks simulations, there is a lot of use of game.surface[1].create_entities_from_blueprint_string("etc"), but it's not documented anywhere as far as I can tell.
- Wed Apr 02, 2025 7:36 pm
- Forum: Modding interface requests
- Topic: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
- Replies: 8
- Views: 1128
Re: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
Darn. Is there a script API way to hook into the game's cargo pad finding logic at all? (I suppose you could just search the surface for the cargo-landing-pad but this feels unperformant, so you'd have to cache it ... and presumably the Factorio engine already knows where it is.)
- Wed Apr 02, 2025 5:47 pm
- Forum: Modding interface requests
- Topic: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
- Replies: 8
- Views: 1128
Re: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
Okay. What event handler should I run that in? on_rocket_launched? event.rocket.cargo_pod.foobar() ?
Edit: I can't seem to find the cargo pod anywhere in on_rocket_launched. It does exist in on_rocket_launch_ordered (via event.rocket.attached_cargo_pod). However setting that pod's cargo_pod ...
Edit: I can't seem to find the cargo pod anywhere in on_rocket_launched. It does exist in on_rocket_launch_ordered (via event.rocket.attached_cargo_pod). However setting that pod's cargo_pod ...
- Wed Apr 02, 2025 3:25 am
- Forum: Modding interface requests
- Topic: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
- Replies: 8
- Views: 1128
[2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
According to the documentation , setting a cargo-pod's destination to defines.cargo_destination.surface should redirect the pod to a landing pad if available.
Cargo pods will switch destination type from surface to station before starting descent if there is a station available and ...
Cargo pods will switch destination type from surface to station before starting descent if there is a station available and ...