Search found 26 matches
- Fri May 30, 2025 4:49 am
- Forum: Implemented mod requests
- Topic: Give SolarPanelEquipment the same parameters as solar panels
- Replies: 2
- Views: 448
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: 351
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: 1450
[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: 618
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: 618
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: 604
- 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: 604
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: 922
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: 0
- Views: 168
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: 922
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: 922
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: 809
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: 360
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: 809
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: 809
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: 809
[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 ...
- Mon Mar 31, 2025 5:22 pm
- Forum: Documentation Improvement Requests
- Topic: Indicate output range of worldgen noise functions
- Replies: 0
- Views: 417
Indicate output range of worldgen noise functions
Hello,
I am working on a mod right now with a lot of worldgen, and I keep getting tripped up trying to figure out what the output of a noise function can be. Maybe I'm just bad at math but it seems like some of them produce in range [0, 1] and some produce in range [-1, 1]. Having the range written ...
I am working on a mod right now with a lot of worldgen, and I keep getting tripped up trying to figure out what the output of a noise function can be. Maybe I'm just bad at math but it seems like some of them produce in range [0, 1] and some produce in range [-1, 1]. Having the range written ...
- Mon Dec 23, 2024 2:34 pm
- Forum: Won't implement
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 32
- Views: 6033
Re: [2.0]Add prototype-level rocket carry capacity
A silo with cheaper/quicker to build rockets doesn't accomplish the same purposes as different capacities though.
I agree, but it's the best solution I can think of without the API changing, and it seems the devs are a bit reticent to change it ... it's mathematically equivalent, and when you ...
- Fri Dec 20, 2024 7:25 pm
- Forum: Modding interface requests
- Topic: [SA] More flexible thruster API
- Replies: 4
- Views: 692
Re: [SA] More flexible thruster API
The way the current thruster mixes fluids would be difficult to express in the current API, but even some kind of modder-only `thruster-interface` prototype, with an EnergySource and an energy/thrust response curve, would be quite invaluable.
You could build more in-depth custom thrusters over that ...
You could build more in-depth custom thrusters over that ...
- Wed Dec 18, 2024 4:53 pm
- Forum: Balancing
- Topic: Fusion Power feels a bit too simple
- Replies: 8
- Views: 4366
Re: Fusion Power feels a bit too simple
I do at least wish that fusion generators produced heat, not electricity, so there was an additional routing layer at play and so that you could use it as an alternate heat source on Aquilo. (Actually when I first saw the fusion system, I assumed it produced heat; it makes so much sense for the ...