Search found 23 matches
- Sat Dec 13, 2025 2:37 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entities
- Replies: 3
- Views: 230
Re: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entitie
Thanks for the report, this is not a bug. We don't have a performant way to search for entities which have tile buildability rules outside of their collision box, so these checks are not run when new tiles are placed. This is the main reason why you can landfill the offshore pump. Thrusters and ...
- Fri Dec 12, 2025 7:35 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entities
- Replies: 3
- Views: 230
Re: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entitie
New information: tile_buildability_rules are respected for tiles inside the collision box of the entity. Which is weird, but ultimately doesn't give me a workaround to this issue.
- Fri Dec 12, 2025 7:09 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entities
- Replies: 3
- Views: 230
[2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entities
Hi, I'm trying to make a mod which requires some entities that can only be placed at the edge of platforms, similar to thrusters and asteroid collectors. To do this, I'm using tile_buildability_rules just as thrusters and asteroid collectors do.
As you can see, when it comes to placing my entity ...
As you can see, when it comes to placing my entity ...
- Sat Nov 22, 2025 2:27 pm
- Forum: Modding interface requests
- Topic: Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
- Replies: 1
- Views: 281
Re: Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
After some time has passed; This is something im still greatly intrested in.
- Fri Nov 07, 2025 9:53 am
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 28
- Views: 2781
Re: A sibling API to play_sound: play_music
The ability to play certain music tracks at a particular point in time, or being able to add or remove tracks based on game progression, would be quite useful to me. Since the mod I'm working on has a bit of story, it would be nice to allow music to play into that.
- Sun Oct 26, 2025 2:58 am
- Forum: Resolved for the next release
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 1120
Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
you are a legend, thank you!boskid wrote: Sat Oct 25, 2025 8:56 pm Thanks for the report. issue is now fixed for the next release.
- Sat Oct 25, 2025 10:50 am
- Forum: Resolved for the next release
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 1120
[2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
For my mod, I created a machine that uses underground pipe connections of a special "unpipable" connection category with a range of 1 instead of the regular fluid pipe connections. (to allow an implementation of unpipable fluids which require direct machine-to-machine transfer)
I constructed two ...
I constructed two ...
- Fri Oct 24, 2025 11:34 am
- Forum: Modding interface requests
- Topic: Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
- Replies: 1
- Views: 281
Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
Currently, I am working on some runtime scripts that require me to calculate how much fuel a thruster is using to make an estimate of its energy usage/output. Currently, the only way to do this would be to take the thruster's fuel contents and calculate its thrust output from that. which requires a ...
- Fri Oct 24, 2025 11:19 am
- Forum: Won't implement
- Topic: Allow more than one filter on fluid_boxes
- Replies: 12
- Views: 2369
Re: Allow more than one filter on fluid_boxes
I'm going to put this into won't-implement because if it existed, every single fluidbox in the game would need memory allocated to support a dynamic number of filters which is outside of what we want to support and out of the memory usage and performance overhead that we're willing to pay.
copy ...
- Thu Oct 16, 2025 12:31 am
- Forum: Bug Reports
- Topic: [2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
- Replies: 0
- Views: 230
[2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
This issue has been bothering me (and other mod developers) for some time. in 2.0.69, it was partially solved. (https://forums.factorio.com/128978) For entities that need to be super force built to rotate, however, entities that *do not* require super force build to be blueprinted/pasted over still ...
- Mon Oct 13, 2025 10:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 6
- Views: 2684
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
This is now fixed for the next release.
in 2.0.69 where the bug is reportedly fixed, however, only in situations where a super forced build is required to rotate an entity.
In this example, I rotate a recycler by copying, rotating, and then pasting the rotated recycler onto it. (regular paste ...
- Sat Oct 11, 2025 5:18 am
- Forum: Won't implement
- Topic: Allow more than one filter on fluid_boxes
- Replies: 12
- Views: 2369
Re: Allow more than one filter on fluid_boxes
I want to make a mechanism which involves fluids that can only be directly inserted, much like the fusion reactor in the space age. Unfortunately, unlike the fusion reactor plasma mechanic, I need to use buildings that can also craft regular fluid recipes.
I believe you can still do that with ...
- Fri Oct 10, 2025 4:39 am
- Forum: Won't implement
- Topic: Allow more than one filter on fluid_boxes
- Replies: 12
- Views: 2369
Re: Allow more than one filter on fluid_boxes
I desperately need this, ever since 2.0 fluids, I don't see why it shouldn't be possible to have more than one filter on fluid boxes.
I want to make a mechanism which involves fluids that can only be directly inserted, much like the fusion reactor in the space age. Unfortunately, unlike the fusion ...
I want to make a mechanism which involves fluids that can only be directly inserted, much like the fusion reactor in the space age. Unfortunately, unlike the fusion ...
- Wed Oct 01, 2025 7:17 am
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 13133
Re: Version 2.0.69
YES!Fixed that super-force-building would not generate a player-rotated event.
- Mon Sep 22, 2025 1:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 6
- Views: 2684
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
I am suffering from this bug as well.
Building an entity with a different rotation on top of another via the clipboard (like one might do when pasting a recipe from one machine to another, or rotating many machines in bulk) doesn't raise on_player_rotated_entity, despite having rotated the entity ...
Building an entity with a different rotation on top of another via the clipboard (like one might do when pasting a recipe from one machine to another, or rotating many machines in bulk) doesn't raise on_player_rotated_entity, despite having rotated the entity ...
- Mon Aug 25, 2025 3:26 am
- Forum: Modding help
- Topic: How can I make an assembly machine which Produces Heat while crafting
- Replies: 2
- Views: 613
Re: How can I make an assembly machine which Produces Heat while crafting
Thanks for the reply, I'll look into compound entities and see what I can do.
- Fri Aug 22, 2025 7:13 am
- Forum: Modding help
- Topic: How can I make an assembly machine which Produces Heat while crafting
- Replies: 2
- Views: 613
How can I make an assembly machine which Produces Heat while crafting
I wanted to create an assembly machine which produced heat when crafting. (Ideally, only when placed on space platforms) The idea being that you have to keep your machines under a certain temperature for them to work. Sort of like a reverse Aquilo. And that waste heat would have to be removed via ...
- Sun Mar 30, 2025 4:33 am
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 10
- Views: 16560
Re: Version 2.0.43
Galaxy of fame fix!
I can finally upload my factory! WOOOOOOOOO!
I can finally upload my factory! WOOOOOOOOO!
- Mon Mar 17, 2025 1:29 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.20] Galaxy of fame UI not avalable.
- Replies: 11
- Views: 4672
Re: [kovarex] [2.0.20]Galaxy of fame UI not avalable.
Same here, I've been hoping to be able to upload the last 300 hours of my work onto the Galaxy of Fame to show off for my friends. I'm sure certain bugs have been declared higher priority. but this bug has been... bugging me for a good while now.
- Thu Feb 27, 2025 1:03 am
- Forum: Gameplay Help
- Topic: Upload to Galaxy of Fame after clicking Finish?
- Replies: 2
- Views: 1332
Re: Upload to Galaxy of Fame after clicking Finish?
Did you at any point die after winning the game, I had the same issue, and it seems losing the game permanently removes the option for that save.