Heya,
I have a drill/sawmill example where it would be nice for the orientation to matter in its placement. I'm not looking for anything extravagant like a special collision box that overrides the radius.
I'd just require something simple like a resource_searching_offset which would take an {x,y ...
Search found 49 matches
- Thu Sep 25, 2025 11:14 am
- Forum: Implemented mod requests
- Topic: Offset pos for resource_searching_radius
- Replies: 1
- Views: 102
- Sun Sep 21, 2025 3:33 am
- Forum: Implemented mod requests
- Topic: Fuel fuel_top_speed_multiplier to affect 'carprototype'
- Replies: 1
- Views: 242
Fuel fuel_top_speed_multiplier to affect 'carprototype'
Hey,
I did some messing around with fuels a long time ago with fuel_top_speed_multiplier & fuel_acceleration_multiplier and this quirk still remains.
I'd expect that both car/locomotive prototypes would behave similarly in regards to fuel modifiers, but they work slightly differently:
Cars ...
I did some messing around with fuels a long time ago with fuel_top_speed_multiplier & fuel_acceleration_multiplier and this quirk still remains.
I'd expect that both car/locomotive prototypes would behave similarly in regards to fuel modifiers, but they work slightly differently:
Cars ...
- Sun Sep 21, 2025 3:22 am
- Forum: Modding interface requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 8
- Views: 519
Re: Add a custom/scriptable TechnologyTrigger
+1 for just a few different built-in tech trigger types
- Fri Sep 19, 2025 7:36 am
- Forum: Releases
- Topic: Version 2.0.66
- Replies: 8
- Views: 7715
Re: Version 2.0.66
Reverted belt building changes from 2.0.61.
I Realy did like this feature :( could you maybe ad the option to re-enable it in the settings for people like me who liked it ?
Could be one of those things where it sees biased feedback between playertype, e.g. new, speedrunner, expert, pro ...
- Sun Sep 14, 2025 3:27 am
- Forum: Modding interface requests
- Topic: has_starting_area_placement as map setting bool
- Replies: 0
- Views: 240
has_starting_area_placement as map setting bool
Heya,
The starting area placement is only something that can be defined in the prototype data of resources via .autoplace = resource_autoplace.resource_autoplace_settings(data).
Sometimes you want to have different map presets where you may want certain resources to be included in the starting ...
The starting area placement is only something that can be defined in the prototype data of resources via .autoplace = resource_autoplace.resource_autoplace_settings(data).
Sometimes you want to have different map presets where you may want certain resources to be included in the starting ...
- Thu Sep 11, 2025 10:43 pm
- Forum: Balancing
- Topic: Quality Recycler + Base game science cost
- Replies: 2
- Views: 385
Re: Quality Recycler + Base game science cost
I clearly agree if you look at this mod https://mods.factorio.com/mod/QualityUnlocksRecycling, the cost is much more reasonable. Currently in base game you unlock quality after the end game...
I'm just thinking of the everyman who isn't going through the mod route and bring it up as a probable ...
- Thu Sep 11, 2025 9:40 pm
- Forum: Balancing
- Topic: Quality Recycler + Base game science cost
- Replies: 2
- Views: 385
Quality Recycler + Base game science cost
Heya,
If you play just the base game + quality mod, the science requirements for Recyclers is 5000.
Recyclers are triggered in Space Age, but in base game it is 5000 science, where the 3 prerequisites are only ~250 each. Off a glance that seems like a massive leap for such a tech.
( Also, The ...
If you play just the base game + quality mod, the science requirements for Recyclers is 5000.
Recyclers are triggered in Space Age, but in base game it is 5000 science, where the 3 prerequisites are only ~250 each. Off a glance that seems like a massive leap for such a tech.
( Also, The ...
- Tue Sep 09, 2025 7:50 am
- Forum: Modding interface requests
- Topic: AccumulatorPrototype full_charge and empty_charge sprite layers
- Replies: 0
- Views: 213
AccumulatorPrototype full_charge and empty_charge sprite layers
Heya,
A 'small' thing, but it would be nice to define graphics layers for accumulators that are empty and/or fully charged.
e.g. a red blinking led animation for empty, and a green led for full.
Cheers
A 'small' thing, but it would be nice to define graphics layers for accumulators that are empty and/or fully charged.
e.g. a red blinking led animation for empty, and a green led for full.
Cheers
- Fri Sep 05, 2025 5:07 pm
- Forum: Modding help
- Topic: Can spoilage decay into nothing?
- Replies: 2
- Views: 315
Re: Can spoilage decay into nothing?
Deliciously succinct!
Can't wait to try and eat fish before they slip straight out of my hands!
Thanks!
Can't wait to try and eat fish before they slip straight out of my hands!
Thanks!
- Fri Sep 05, 2025 4:10 pm
- Forum: Modding help
- Topic: Can spoilage decay into nothing?
- Replies: 2
- Views: 315
Can spoilage decay into nothing?
More of a query!
I was thinking a little about spoilage (I haven't touched it much as I'm not really working with SA) and I had the question pop into my head:
Can an item spoil into nothing? As in, is it possible to make an item decay completely.
This would be useful if something drops on the ...
I was thinking a little about spoilage (I haven't touched it much as I'm not really working with SA) and I had the question pop into my head:
Can an item spoil into nothing? As in, is it possible to make an item decay completely.
This would be useful if something drops on the ...
- Fri Sep 05, 2025 1:27 pm
- Forum: Modding interface requests
- Topic: [2.0.18] Turret rotates past its firing arc limit.
- Replies: 4
- Views: 811
Re: Allow "turret_base_has_direction = false" to not turn if it has a "turn_range" value
I've included a zipped .mkv video of in game footage of this issue happening.
(This is when turret_base_has_direction = false)
Cheers
(This is when turret_base_has_direction = false)
Cheers
- Thu Sep 04, 2025 11:38 am
- Forum: Modding interface requests
- Topic: [2.0.18] Turret rotates past its firing arc limit.
- Replies: 4
- Views: 811
Allow "turret_base_has_direction = false" to not turn if it has a "turn_range" value
Heya,
I have this annoying bug where a turret that has turret_base_has_direction = false and some turn_range limit the turret will turn its base to face the direction if an enemy exits its cone of view and then become locked into that new angle. These turrets also have the 8-way-direction flag.
If ...
I have this annoying bug where a turret that has turret_base_has_direction = false and some turn_range limit the turret will turn its base to face the direction if an enemy exits its cone of view and then become locked into that new angle. These turrets also have the 8-way-direction flag.
If ...
- Fri Aug 22, 2025 3:45 pm
- Forum: Modding interface requests
- Topic: Ability to make Remote Drone Car/Vehicle Driving work
- Replies: 2
- Views: 589
Re: Ability to make Remote Drone Car/Vehicle Driving work
I've looked and can't seem to find any solution to this... So a little bump for visibility.
I'd say it's a bug if it wasn't used in the base game. It would be nice for robotics to activate this remote ability though.
I'd say it's a bug if it wasn't used in the base game. It would be nice for robotics to activate this remote ability though.

- Sun Aug 03, 2025 6:10 pm
- Forum: Already exists
- Topic: [Solved]Allow roboport equipment to work on a train while in Automatic mode
- Replies: 4
- Views: 552
Re: Allow roboport equipment to work on a train while in Automatic mode
Thank you, that is my fault. I'll update the mod.Rseding91 wrote: Sun Aug 03, 2025 6:03 pm The Factorio+ mod which adds the grid has not seton the rolling stock.Code: Select all
allow_robot_dispatch_in_automatic_mode = true
- Sun Aug 03, 2025 5:40 pm
- Forum: Already exists
- Topic: [Solved]Allow roboport equipment to work on a train while in Automatic mode
- Replies: 4
- Views: 552
Re: Allow roboport equipment to work on a train while in Automatic mode
Yep, no problem. Find the save attached.
- Sun Aug 03, 2025 5:14 pm
- Forum: Already exists
- Topic: [Solved]Allow roboport equipment to work on a train while in Automatic mode
- Replies: 4
- Views: 552
[Solved]Allow roboport equipment to work on a train while in Automatic mode
Heya,
I have a train with an equipment wagon (A cargo wagon with an equipment grid).
The roboport equipment DOES work (robots are sent out in range of the train/wagon) when the train is being driven on 'Manual', but when the train is on 'Automatic' the robots don't leave the train.
My default ...
I have a train with an equipment wagon (A cargo wagon with an equipment grid).
The roboport equipment DOES work (robots are sent out in range of the train/wagon) when the train is being driven on 'Manual', but when the train is on 'Automatic' the robots don't leave the train.
My default ...
- Mon Jul 14, 2025 7:53 am
- Forum: Modding interface requests
- Topic: Create-entity trigger "as_player"
- Replies: 0
- Views: 150
Create-entity trigger "as_player"
Heya,
When using the create-entity trigger, there is a property called "as_enemy" which forces the owner to be the enemy force
Would it be possible to make an "as_player" which would make the resulting entity be the player force.
Perhaps that would be at odds with the other one, so perhaps a ...
When using the create-entity trigger, there is a property called "as_enemy" which forces the owner to be the enemy force
Would it be possible to make an "as_player" which would make the resulting entity be the player force.
Perhaps that would be at odds with the other one, so perhaps a ...
- Mon Jul 14, 2025 7:50 am
- Forum: Modding help
- Topic: Create-entity trigger way to set Owner?
- Replies: 1
- Views: 217
Create-entity trigger way to set Owner?
Heya,
I have a create-entity trigger effect that makes a few entities on creation. These are furnaces in this case.
They are created on enemy death, but as the player force I cannot use them. What determines the force they are created as? Is it inherited from the origin entity owner type (e.g ...
I have a create-entity trigger effect that makes a few entities on creation. These are furnaces in this case.
They are created on enemy death, but as the player force I cannot use them. What determines the force they are created as? Is it inherited from the origin entity owner type (e.g ...
- Tue Jul 08, 2025 8:01 pm
- Forum: Modding help
- Topic: [Solved] Does create-entity trigger effect take ghosts into account?
- Replies: 3
- Views: 325
Re: Does create-entity trigger effect take ghosts into account?
I have had help to solve this
The fix was that the created entity should have its collision mask customised/changed to include the ghost layer.
The fix was that the created entity should have its collision mask customised/changed to include the ghost layer.
Code: Select all
collision_mask = {layers={item=true, meltable=true, object=true, player=true, water_tile=true, is_object=true, is_lower_object=true, ghost=true}},
- Tue Jul 08, 2025 5:28 pm
- Forum: Modding interface requests
- Topic: [Solved] "create-entity" Trigger Effect "find_non_colliding_position" to care about ghosts
- Replies: 3
- Views: 259
Re: "create-entity" Trigger Effect "find_non_colliding_position" to care about ghosts
Yes that works
Many thanks again!
Many thanks again!