Search found 13 matches

by Thremtopod
Sat Jul 12, 2025 1:23 am
Forum: Implemented mod requests
Topic: Option to hide recipes/entities from bonuses GUI
Replies: 3
Views: 252

Re: Option to hide recipes/entities from bonuses GUI


Do they show even if they have hidden set to true? Sounds like they should not be displayed there when hidden.
But a manual override would be nice too


Yes, they show up when hidden is set to true. I'd originally expected that anything that's 'hidden' overall would be hidden in the bonuses GUI ...
by Thremtopod
Fri Jul 11, 2025 1:40 am
Forum: Implemented mod requests
Topic: Option to hide recipes/entities from bonuses GUI
Replies: 3
Views: 252

Option to hide recipes/entities from bonuses GUI

Hidden recipes and entities still show up in the bonus GUI.
https://i.imgur.com/KREI1Gi.png
This mod uses altered, hidden versions of existing recipes and entities (with automatic switching) to mimic a module effect for a custom module type. It would be helpful to have an option to hide these ...
by Thremtopod
Thu Jul 10, 2025 3:14 pm
Forum: Modding discussion
Topic: Game can not tell you if a fluid with the same name as an item is missing.
Replies: 4
Views: 303

Re: Game can not tell you if a fluid with the same name as an item is missing.

This sounds to me like: if a mod references a fluid that doesn't exist, but an item of the same name does exist, the error message doesn't explain it. So for example, if you add a recipe ingredient with type = "fluid", name = " iron-plate" you'll get a confusing error message.
by Thremtopod
Wed Jul 09, 2025 6:42 pm
Forum: Releases
Topic: Version 2.0.59
Replies: 8
Views: 4820

Re: Version 2.0.59

Added Prototype::custom_tooltip_fields.
This is amazing!

In the prototype docs for CustomTooltipField it has the property order. Is there a reference for what the order values are for vanilla tooltip fields?
by Thremtopod
Sun Jun 29, 2025 12:48 am
Forum: Modding interface requests
Topic: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
Replies: 4
Views: 432

Re: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity

boskid wrote: Sat Jun 28, 2025 5:03 am ...detect that an entity to be replaced was selected before a replace (LuaPlayer::selected), and by updating selection by script after entity was replaced.
Wow, this works! I'm continually blown away by Factorio's mod support. Thanks!
by Thremtopod
Fri Jun 27, 2025 9:42 pm
Forum: Modding interface requests
Topic: Include heat-related ReactorProtype properties in HeatEnergySource
Replies: 0
Views: 253

Include heat-related ReactorProtype properties in HeatEnergySource

Make the functionality of ReactorProtype's connection_patches_connected , connection_patches_disconnected , heat_connection_patches_connected , and heat_connection_patches_disconnected available to HeatEnergySource.

When using a HeatEnergySource, it's very difficult to make the heat connections ...
by Thremtopod
Fri Jun 27, 2025 9:25 pm
Forum: Modding interface requests
Topic: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
Replies: 4
Views: 432

Re: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity


You could set entity.operable to false, and restore it to true on the next tick

Unfortunately this doesn't work; the extra module is just getting dropped in during the next tick. At 60 ticks/s, the number of ticks during which the "Z" key is down from a single press is enough to fill any machine ...
by Thremtopod
Thu Jun 26, 2025 5:02 pm
Forum: Modding interface requests
Topic: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
Replies: 4
Views: 432

Dropping items/modules into machines interacts poorly with LuaSurface#create_entity

I'm working on a custom module-type mod that (for implementation reasons) sometimes requires swapping out a crafting machine with a tweaked version of itself when one of the modded modules is added/removed from it. This can actually be achieved almost perfectly with the built in LuaSurface#create ...
by Thremtopod
Thu Jun 26, 2025 4:03 pm
Forum: Implemented mod requests
Topic: Make possibility to send a table from data.lua to control.lua
Replies: 22
Views: 6533

Re: Make possibility to send a table from data.lua to control.lua

From the 2.0.58 release notes:
Added the "mod-data" prototype type.
This pretty much fulfills the request, right?
by Thremtopod
Wed Jan 29, 2025 7:56 pm
Forum: Ideas and Suggestions
Topic: Increase U238 rocket capacity
Replies: 7
Views: 1298

Re: Increase U238 rocket capacity

Yeah, I think making uranium ammo on platforms too easy would be the biggest risk. It'd still require making red ammo in-situ though. Maybe I should make a mod and try it out!

Atomic bombs I think would actually be more of a challenge, due to the higher up-front cost. It would require off-Nauvis ...
by Thremtopod
Wed Jan 29, 2025 7:10 pm
Forum: Ideas and Suggestions
Topic: Increase U238 rocket capacity
Replies: 7
Views: 1298

Increase U238 rocket capacity

TL;DR
Increase the rocket capacity of U238 (but not other uranium items)


What?
The current rocket capacity for U238 and U235 is 20, for uranium ore is 200, for uranium fuel cells and nuclear fuel is 10, and for various uranium ammos is 25. (Atomic bombs cannot be flown on rockets). These ...
by Thremtopod
Wed Nov 20, 2024 9:13 pm
Forum: Ideas and Suggestions
Topic: Increase pentapod attacks when player is on Gleba
Replies: 1
Views: 582

Increase pentapod attacks when player is on Gleba

Maybe this sounds crazy, but I want more and/or bigger pentapod attacks while I'm present on Gleba. The main reason is that when I built my first Gleba base, pentapods didn't become a real threat until after I'd left, so my entire base was designed with no experience of pentapod defense. This made ...
by Thremtopod
Wed Nov 06, 2024 9:12 pm
Forum: Ideas and Suggestions
Topic: Tier-2 Night Vision Equipment that gives radar coverage
Replies: 0
Views: 295

Tier-2 Night Vision Equipment that gives radar coverage

My original thought was that I wanted a piece of equipment that could go in the tank's grid to give it a little bit of vision, so that I could remotely drive the tank outside of my radar range. To make it useful for power armor and spidertrons, it can also increase total vision range (and maybe +1 ...

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