Search found 55 matches
- Tue Sep 23, 2025 2:03 pm
- Forum: Ideas and Suggestions
- Topic: Spoilage percentage filtration
- Replies: 21
- Views: 10292
Re: Freshness filtering suggestion
Then I humbly request the global moderator to merge threads.
- Tue Sep 23, 2025 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Multi Filter Splitters
- Replies: 0
- Views: 87
Multi Filter Splitters
Proposal
Splitters allowing multiple item filters at once.
Use Case
This would be useful for splitting sushi into separate sushi belts, especially in cases like Fulgora, space, or quality setups.
It seems doable, but may be challenging to do performantly. Just putting it out there. Note ...
Splitters allowing multiple item filters at once.
Use Case
This would be useful for splitting sushi into separate sushi belts, especially in cases like Fulgora, space, or quality setups.
It seems doable, but may be challenging to do performantly. Just putting it out there. Note ...
- Tue Sep 23, 2025 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Spoilage percentage filtration
- Replies: 21
- Views: 10292
Re: Freshness filtering suggestion
+1
Specifically for splitters. This would be useful on Gleba to divert items that should be taken out of circulation instead of crafting with them.
Specifically for splitters. This would be useful on Gleba to divert items that should be taken out of circulation instead of crafting with them.
- Sat Sep 20, 2025 4:00 pm
- Forum: Bug Reports
- Topic: [2.0.66] Belt dragging cancels rotations
- Replies: 0
- Views: 185
[2.0.66] Belt dragging cancels rotations
This feels like a niche edge case, but the spirit of Bilka compels me to report it.
The Bug
In an on_built_entity event callback: if entity.direction == defines.direction.west then entity.rotate{by_player=player_index} end
Boot up a new sandbox save. Cheats on.
Put a stack of belts AND the ...
The Bug
In an on_built_entity event callback: if entity.direction == defines.direction.west then entity.rotate{by_player=player_index} end
Boot up a new sandbox save. Cheats on.
Put a stack of belts AND the ...
- Thu Sep 11, 2025 7:51 pm
- Forum: 1 / 0 magic
- Topic: [2.0.66] Crash/ScreenFreeze on startup
- Replies: 3
- Views: 268
Re: [2.0.66] Crash/ScreenFreeze on startup
Sorry, but I have no idea how to reproduce this error reliably. This is like the 4th time this happens to me since May. So it isn't a total anomaly, but it is very sporadic.
I only ever noticed this being an issue when I started modding, and having VScode open with mod files (and I was not writing ...
I only ever noticed this being an issue when I started modding, and having VScode open with mod files (and I was not writing ...
- Thu Sep 11, 2025 4:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.66] Crash/ScreenFreeze on startup
- Replies: 3
- Views: 268
[2.0.66] Crash/ScreenFreeze on startup
I was working on my mod development. When I booted up factorio, during data stage, my whole screen straight up froze, l then turned black. I had a youtube music video in the background, and it kept making sound for several minutes until it finished while everything was black. Factorio music does not ...
- Fri Sep 05, 2025 7:56 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33086
Re: Ban quality modules from asteroid crushers
-1
Space casinos are a good addition to the game because it reduces the number of duplicate washing setups you make across the run. If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken. The meta is going to be ...
Space casinos are a good addition to the game because it reduces the number of duplicate washing setups you make across the run. If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken. The meta is going to be ...
- Wed Sep 03, 2025 9:02 pm
- Forum: Resolved for the next release
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 5
- Views: 1187
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
I’m still feeling side effects from workarounds to this bug. I’d like to link the accidental duplicate bug report that I made for this: viewtopic.php?p=674604#p674604
I hope the alternate account for the reproduction (with videos) helps find a solution.
I hope the alternate account for the reproduction (with videos) helps find a solution.
- Sun Aug 31, 2025 3:15 pm
- Forum: Modding interface requests
- Topic: Plant Harvesting Productivity Modifier
- Replies: 3
- Views: 436
Plant Harvesting Productivity Modifier
The Problem
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.
Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single ...
In Space Age, any resource gathered from AgricultureTower gets really screwed relative to resources that are mined due to ballistically high mining productivity.
Example: On Gleba, you need 20 chunks of farm for a stacked green belt of fruit, and that needs to compete with a single ...
- Fri Aug 29, 2025 7:13 pm
- Forum: Documentation Improvement Requests
- Topic: How to Compose Good NoiseExpression / probability_expression
- Replies: 2
- Views: 409
Re: How to Compose Good NoiseExpression / probability_expression
I have. The issue is that they are fairly complex OR behind functions of functions of functions of functions across files. I just don't understand the process by looking at the finished product. Maybe I'm just bad, but I have no idea how this places rocks:
autoplace =
{
control = "rocks",
order ...
autoplace =
{
control = "rocks",
order ...
- Fri Aug 29, 2025 5:02 pm
- Forum: Documentation Improvement Requests
- Topic: How to Compose Good NoiseExpression / probability_expression
- Replies: 2
- Views: 409
How to Compose Good NoiseExpression / probability_expression
One thing that has always sucked for me is figuring out map generation. The documentation currently explains how each variable works, and how you're supposed to put things in (https://lua-api.factorio.com/latest/types/NoiseExpression.html). The thing I really struggled with was:
"How do I compose ...
"How do I compose ...
- Fri Aug 29, 2025 4:41 pm
- Forum: Resolved Requests
- Topic: LuaEquipmentGrid.shield
- Replies: 1
- Views: 312
LuaEquipmentGrid.shield
https://lua-api.factorio.com/latest/classes/LuaEquipmentGrid.html#shield
LuaEquipmentGrid.shield (and also max_shield)
Currently says:
The amount of shields this equipment grid has.
Should say:
The amount of shield hitpoints this equipment grid currently has across all of its energy shields ...
LuaEquipmentGrid.shield (and also max_shield)
Currently says:
The amount of shields this equipment grid has.
Should say:
The amount of shield hitpoints this equipment grid currently has across all of its energy shields ...
- Thu Aug 21, 2025 6:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Changing an entity between prototype classes causes quality to change to normal
- Replies: 1
- Views: 856
[2.0.60] Changing an entity between prototype classes causes quality to change to normal
The Bug
1) Make a save file.
2) Place legendary quality entities
3) Save and Close game
4) Change that entity's prototype type to a new type.
Example (execute in data-final-fixes.lua):
local recycler = data.raw.furnace["recycler"]
recycler.type = "assembling-machine"
data:extend({recycler})
data ...
1) Make a save file.
2) Place legendary quality entities
3) Save and Close game
4) Change that entity's prototype type to a new type.
Example (execute in data-final-fixes.lua):
local recycler = data.raw.furnace["recycler"]
recycler.type = "assembling-machine"
data:extend({recycler})
data ...
- Thu Aug 21, 2025 6:30 pm
- Forum: Already exists
- Topic: Give SolarPanelPrototypes support for Animation
- Replies: 3
- Views: 438
Re: Give SolarPanelPrototypes support for Animation
I spelled visualization with a Z instead of an S...
Please delete this post.
Please delete this post.

- Thu Aug 21, 2025 5:45 pm
- Forum: Already exists
- Topic: Give SolarPanelPrototypes support for Animation
- Replies: 3
- Views: 438
Give SolarPanelPrototypes support for Animation
The Problem
SolarPanelPrototype is great for entities spammed in bulk for power generation, but it currently only supports pictures. Animations are not supported.
Current Workarounds Don’t Work
1) Tying LuaRender to an SolarPanelPrototype does not work. If the solar panel is invisible, then ...
SolarPanelPrototype is great for entities spammed in bulk for power generation, but it currently only supports pictures. Animations are not supported.
Current Workarounds Don’t Work
1) Tying LuaRender to an SolarPanelPrototype does not work. If the solar panel is invisible, then ...
- Mon Aug 18, 2025 12:33 pm
- Forum: Technical Help
- Topic: [2.0.60] Suddenly can't load save/autosave
- Replies: 14
- Views: 1020
Re: [2.0.60] Suddenly can't load save/autosave
Thanks. If nothing else, I hope this information helps the devs track down the condition that causes this save corruption.
- Sun Aug 17, 2025 9:33 pm
- Forum: Technical Help
- Topic: [2.0.60] Suddenly can't load save/autosave
- Replies: 14
- Views: 1020
Re: [2.0.60] Suddenly can't load save/autosave
Given the state of this save file i suspect the electric networks that were orphaned were originally owned by the "trashsteroids" on the planet Rubia since they are implemented as vehicles with equipment grid that has shield equipment inside and i see there is a lot of those entities destroyed. I ...
- Sun Aug 17, 2025 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Bad undo stack order in on_built callbacks of entity placement vs blueprint placement
- Replies: 1
- Views: 756
[2.0.60] Bad undo stack order in on_built callbacks of entity placement vs blueprint placement
The Reproduction and Bug
1) Listen to an on_built_entity event with the following in a control.lua:
script.on_event(defines.events.on_built_entity, function(event)
local player_index = event.player_index
game.print("Before: " .. tostring(game.players[player_index].undo_redo_stack.get_undo ...
1) Listen to an on_built_entity event with the following in a control.lua:
script.on_event(defines.events.on_built_entity, function(event)
local player_index = event.player_index
game.print("Before: " .. tostring(game.players[player_index].undo_redo_stack.get_undo ...
- Sun Jul 06, 2025 11:54 pm
- Forum: Modding interface requests
- Topic: Modding Dependency without Code
- Replies: 2
- Views: 413
Re: Modding Dependency without Code
Good point. This is really handy for anything spage-related.
There are many mods that want to use spage assets without relying on spage, which then requires feature flags + duplicating assets.
It would be cleaner to tell factorio: “Please make spage files available for me to draw from, regardless ...
There are many mods that want to use spage assets without relying on spage, which then requires feature flags + duplicating assets.
It would be cleaner to tell factorio: “Please make spage files available for me to draw from, regardless ...
- Sat Jul 05, 2025 2:16 pm
- Forum: Modding interface requests
- Topic: Modding Dependency without Code
- Replies: 2
- Views: 413
Modding Dependency without Code
Context
Sometimes, when modding, I would like to depend on X mod to have factorio use that mod’s assets or libraries. However:
1) Some mods are stuck in 1.1
2) Many mods normally come with code that I don’t want executed. Data stage stuff can be reverted (with great effort) while many things can ...
Sometimes, when modding, I would like to depend on X mod to have factorio use that mod’s assets or libraries. However:
1) Some mods are stuck in 1.1
2) Many mods normally come with code that I don’t want executed. Data stage stuff can be reverted (with great effort) while many things can ...