Search found 30 matches

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: 1362

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: 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.
by petrathekat
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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
by petrathekat
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 ...
by petrathekat
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 ...
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: 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 ...
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: 1354

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: 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 ...
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: 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.
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: 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 ...
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: 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.
by petrathekat
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.
by petrathekat
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.)
by petrathekat
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 ...
by petrathekat
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 ...

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