Search found 34 matches

by petrathekat
Sun Dec 21, 2025 1:31 am
Forum: Modding interface requests
Topic: Add FusionGeneratorPrototype::input_to_output_fluid_ratio
Replies: 0
Views: 81

Add FusionGeneratorPrototype::input_to_output_fluid_ratio

Hello,

I am requesting that FusionGeneratorPrototype get a input_to_output_fluid_ratio field. By default, this is 1, but changing it changes the amount of fluid the generator produces for every drop of fluid it takes in.

Use-cases

that I mostly made up just right now


Steam turbines that ...
by petrathekat
Sun Dec 14, 2025 4:44 am
Forum: Fixed for 2.1
Topic: [2.0.72] Creating an asteroid-collector with no arm graphics crashes the game on placement
Replies: 1
Views: 393

[2.0.72] Creating an asteroid-collector with no arm graphics crashes the game on placement

To reproduce:


local collector = data.raw["asteroid-collector"]["asteroid-collector"]
collector.graphics_set.arm_head_animation = nil
collector.graphics_set.arm_head_top_animation = nil
collector.graphics_set.arm_link = nil


I've attached the log.

I think that either the documentation ...
by petrathekat
Thu Nov 20, 2025 5:54 pm
Forum: Not a bug
Topic: [2.0.69] Assembler prototype with fluid energy source will work regardless of how much power fluid is available
Replies: 2
Views: 706

Re: [2.0.69] Assembler prototype with fluid energy source will work regardless of how much power fluid is available

I have a slightly better video I think: https://github.com/protocol-1903/zzz-no ... s/issues/7

The boiler is only capable of producing 1.8MW of steam power, but two machines that consume 10MW a piece work just fine off of it.
by petrathekat
Wed Oct 22, 2025 11:04 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 2089

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

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 ...
by petrathekat
Tue Oct 21, 2025 4:14 pm
Forum: Modding interface requests
Topic: Add flow_scaling to ValvePrototype as well
Replies: 2
Views: 306

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.
by petrathekat
Tue Oct 21, 2025 12:20 am
Forum: Modding interface requests
Topic: Add flow_scaling to ValvePrototype as well
Replies: 2
Views: 306

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 ...
by petrathekat
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: 521

[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 ...
by petrathekat
Fri May 30, 2025 4:49 am
Forum: Implemented mod requests
Topic: Give SolarPanelEquipment the same parameters as solar panels
Replies: 2
Views: 621

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 ...
by petrathekat
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: 481

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 ...
by petrathekat
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: 1773

[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 ...
by petrathekat
Wed May 21, 2025 3:50 am
Forum: Modding interface requests
Topic: Add field Count to TechnologyTriggers
Replies: 6
Views: 1008

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 ...
by petrathekat
Mon May 19, 2025 7:13 pm
Forum: Modding interface requests
Topic: Add field Count to TechnologyTriggers
Replies: 6
Views: 1008

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 ...
by petrathekat
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: 1216

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 ...
by petrathekat
Tue Apr 15, 2025 8:39 pm
Forum: Ideas and Suggestions
Topic: Hidden hotkey to restart the game, for mod developers
Replies: 9
Views: 1682

Re: Hidden hotkey to restart the game, for mod developers

angramania wrote: Mon Apr 14, 2025 8:07 pm Also you may try https://mods.factorio.com/mod/ReloadModsRedux
Oh huh I've never heard of that. How does it work? (It's Unlicense but there's no source code :( )
by petrathekat
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: 332

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 ...
by petrathekat
Mon Apr 14, 2025 4:42 pm
Forum: Ideas and Suggestions
Topic: Hidden hotkey to restart the game, for mod developers
Replies: 9
Views: 1682

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.
by petrathekat
Sun Apr 13, 2025 6:19 pm
Forum: Ideas and Suggestions
Topic: Hidden hotkey to restart the game, for mod developers
Replies: 9
Views: 1682

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 ...
by petrathekat
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: 1329

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.

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