Search found 19 matches

by oobanooba
Fri Nov 07, 2025 9:53 am
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 27
Views: 1654

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.
by oobanooba
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: 797

[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 ...
by oobanooba
Fri Oct 24, 2025 11:34 am
Forum: Modding interface requests
Topic: Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
Replies: 0
Views: 108

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 ...
by oobanooba
Fri Oct 24, 2025 11:19 am
Forum: Won't implement
Topic: Allow more than one filter on fluid_boxes
Replies: 12
Views: 1969

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 ...
by oobanooba
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: 164

[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 ...
by oobanooba
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: 2264

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 ...
by oobanooba
Sat Oct 11, 2025 5:18 am
Forum: Won't implement
Topic: Allow more than one filter on fluid_boxes
Replies: 12
Views: 1969

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 ...
by oobanooba
Fri Oct 10, 2025 4:39 am
Forum: Won't implement
Topic: Allow more than one filter on fluid_boxes
Replies: 12
Views: 1969

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 ...
by oobanooba
Wed Oct 01, 2025 7:17 am
Forum: Releases
Topic: Version 2.0.69
Replies: 19
Views: 10046

Re: Version 2.0.69

Fixed that super-force-building would not generate a player-rotated event.
YES!
by oobanooba
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: 2264

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 ...
by oobanooba
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: 537

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.
by oobanooba
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: 537

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 ...
by oobanooba
Sun Mar 30, 2025 4:33 am
Forum: Releases
Topic: Version 2.0.43
Replies: 10
Views: 15909

Re: Version 2.0.43

Galaxy of fame fix!

I can finally upload my factory! WOOOOOOOOO!
by oobanooba
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: 4341

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.
by oobanooba
Thu Feb 27, 2025 1:03 am
Forum: Gameplay Help
Topic: Upload to Galaxy of Fame after clicking Finish?
Replies: 2
Views: 1258

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.
by oobanooba
Sat Nov 23, 2024 4:10 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.20] Galaxy of fame UI not avalable.
Replies: 11
Views: 4341

Re: [2.0.20]Galaxy of fame UI not avalable.

Since I had time, I figured I'd try and do a little testing in an attempt to reproduce the issue. *I have updated the game to 2.0.21

I created a new freeplay map and used a couple cheats to get me to the solar system edge. The galaxy of fame popup appeared as it should and gave me the option to ...
by oobanooba
Thu Nov 21, 2024 4:37 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.20] Galaxy of fame UI not avalable.
Replies: 11
Views: 4341

Re: [2.0.20]Galaxy of fame UI not avalable.

I am logged in, and have tried logging in and out. No change.

Heres the log file
by oobanooba
Thu Nov 21, 2024 4:29 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.20] Galaxy of fame UI not avalable.
Replies: 11
Views: 4341

[boskid][2.0.20] Galaxy of fame UI not avalable.

I'm not 100% certain that this isn't a case of user error, but I also can't for the life of me figure out why the galaxy of fame option isn't avalable.

I've already beaten the game on this save and had uploaded my save already, so I should have met all the conditions. But now I want to reupload my ...

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