Search found 32 matches

by front
Fri Apr 17, 2026 7:29 pm
Forum: Modding interface requests
Topic: collision-layer is not enough
Replies: 7
Views: 851

Re: collision-layer is not enough


Better tile placement rule options, or using them more creatively, would be a better solution than 'just add more collision layer slots'


Creative use is absolutely not an option. You can add some layers to libraries, but that gets organizational problems.
But, if we could get the autplace ...
by front
Sun Apr 12, 2026 5:07 pm
Forum: Modding interface requests
Topic: collision-layer is not enough
Replies: 7
Views: 851

Re: collision-layer is not enough

Would it be better or worse if we tried to emulate this with complex tile placement rules? I'm mostly just theory crafting.
by front
Sat Apr 11, 2026 9:53 pm
Forum: Modding interface requests
Topic: collision-layer is not enough
Replies: 7
Views: 851

Re: collision-layer is not enough

I'm going to necro this to explain the exact situation.

With some mod combinations we are hitting the collision layer limits. We're are also in the spot where we can't even try to merge any of those (that option was already excluded as either not being worth it, or not possible). The surface ...
by front
Sat Dec 06, 2025 12:37 pm
Forum: Not a bug
Topic: Can't place item ghosts into proxy inventories
Replies: 4
Views: 646

Re: Can't place item ghosts into proxy inventories. [2.0.72]

I expected it to go towards the inventory that it is targeting. Maybe with a flag on the proxy inventory itself? If it needs a hint if the target inventory is anywhere near. It may break if the proxy is on a different surface.

After looking at it more, maybe with an exception of the linked chest as ...
by front
Sat Dec 06, 2025 9:38 am
Forum: Modding interface requests
Topic: Roboport "accepted_bots" or categories
Replies: 3
Views: 718

Re: Roboport "accepted_bots" or categories

Our result as a kind of update is that we can't work around this. This means that we can't sidegrade roboports at all, using flying creatures as bots is also out of the question (would need a nutrient fueled roboport that can't power anything else).
Putting them on a different force to block some ...
by front
Sat Dec 06, 2025 9:32 am
Forum: Not a bug
Topic: Can't place item ghosts into proxy inventories
Replies: 4
Views: 646

Re: Can't place item ghosts into proxy inventories.


Post a simple save and steps to reproduce and add the version to the title please, see https://forums.factorio.com/3638.


The sample is any of those mods, or anything using a proxy inventory. There is no save requirement to reproduce it, just try placing an item ghost in a proxy inventory that ...
by front
Fri Dec 05, 2025 11:41 pm
Forum: Implemented mod requests
Topic: A sibling API to play_sound: play_music
Replies: 30
Views: 5366

Re: A sibling API to play_sound: play_music

A "sound_finished_playing" event may also be a fix. I can just not have music on the surface then use that event to "change the music" myself.
by front
Fri Dec 05, 2025 11:35 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Player dropping to planet hangs indefinietly.
Replies: 5
Views: 2751

Re: [2.0.43] Player dropping to planet hangs indefinietly.

I'll put my late reply here. Yes, for a surface like that you do want a walkable spawn area at least to start with. The original idea at that time was to make the player "craft their own ground" remotely if this happened then drop the tools for that but I abandoned that idea.

Still a late thank you ...
by front
Fri Dec 05, 2025 11:33 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Crash creating lightning rod without graphics (LightningPriorityCache::getPriority)
Replies: 3
Views: 2272

Re: [2.0.72] Crash creating lightning rod without graphics (LightningPriorityCache::getPriority)

Genhis wrote: Wed Nov 26, 2025 10:20 am Thanks for the report. How can I reproduce this crash? Your prototype definition seems to work fine and it likely isn't caused by missing graphics definition.
This was one of my questions, because things looked fine.


Thank you for the fix. :)
by front
Fri Dec 05, 2025 8:11 pm
Forum: Not a bug
Topic: Can't place item ghosts into proxy inventories
Replies: 4
Views: 646

Can't place item ghosts into proxy inventories

When trying to place item ghosts into an inventory via a proxy, it simply does not happen.

Mods to test it with:
https://mods.factorio.com/mod/SpidertronPatrols
https://mods.factorio.com/mod/orbital-cannon

You can't make requests via the proxy. my expectation was that it would place the request in ...
by front
Mon Nov 24, 2025 10:57 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Crash creating lightning rod without graphics (LightningPriorityCache::getPriority)
Replies: 3
Views: 2272

[2.0.72] Crash creating lightning rod without graphics (LightningPriorityCache::getPriority)

I registered this lightning rod, then the game crashed with the log provided. In retro I think it wanted to throw an error because I have no graphics, but crashed instead.

{
type = "lightning-attractor",
name = "corrundum-spawner-lightning-rod",
efficiency = 0.0,
range_elongation = 30,
icon ...
by front
Sun Nov 09, 2025 8:50 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 3886

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

Keeping it list is fine here in my opinion.
Setting the default to a list that just has "crafting" is a good option for backwards compatibility. I don't know if I'd want it to be "either a string, or an array" for full backwards compatibility.
by front
Sat Nov 08, 2025 11:14 pm
Forum: Modding interface requests
Topic: Space platform tile transitions
Replies: 0
Views: 311

Space platform tile transitions

Would it be possible to get the "under tile" transitions without having to use the space shader as the base tile on the surface, then covering it up with something so said shader is no longer visible?
I'm trying to trigger the "tall" tile transition, but it only shows up if the tile around it has ...
by front
Wed Oct 22, 2025 8:42 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 3886

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

The single utility that 2 fields have is that recycling can have some defaults to go off of, but that is not enough gain to keep them separate. Considering that it can also just be turned off.

Also, I think it was planned for 2.1 anyways.
by front
Thu Oct 16, 2025 6:27 pm
Forum: Implemented mod requests
Topic: A sibling API to play_sound: play_music
Replies: 30
Views: 5366

Re: A sibling API to play_sound: play_music

I think playing the track, or one track from a list then going back to the normal ambient is also a good option. Then you don't need to track how long is your track then turn back to the regular music.
by front
Thu Oct 16, 2025 5:14 pm
Forum: Implemented mod requests
Topic: A sibling API to play_sound: play_music
Replies: 30
Views: 5366

Re: A sibling API to play_sound: play_music

My goal is to change the track (either to one track, or pick from a playlist) when the player enters a specific area on the map, then change it back when either leaving or completing a task. Effectively an enhancement to the game's dynamic music because I can know when to change it.
I'm fine with it ...
by front
Mon Sep 29, 2025 7:42 pm
Forum: Implemented mod requests
Topic: A sibling API to play_sound: play_music
Replies: 30
Views: 5366

Re: A sibling API to play_sound: play_music

I'd support it. I have something in the backburner that needed this, and on my side for now I'll just add in an extra surface to have the music change. I think that solution is a little excessive, considering how much area I need that music for.
by front
Thu Sep 18, 2025 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Replies: 2
Views: 2069

Re: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)

Thank you very much! I also just found that the mod can't be removed from any saves because it will crash with the same error.
by front
Sat Sep 13, 2025 6:20 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)
Replies: 2
Views: 2069

[2.0.66] Crash if target linked container disappears during mod migration (LinkedInventory:addLinkedContainer)

Log included as an attachment, it mentions a linked container related nullpointer. Unfortunately right now I can only reproduct it in dev, so the in-dev code for the affected mod will also be included.

This is most likely the interaction between a proxy container that is targeting a linked ...

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