Search found 606 matches
- Tue Dec 16, 2025 5:48 pm
- Forum: Bug Reports
- Topic: [2.0.72] Speaker icon not shown in map view with icon blinking disabled
- Replies: 5
- Views: 312
Re: [2.0.72] Speaker icon not shown in map view with icon blinking disabled
This is not limited to the speaker, all alert icons in map view fade out permanently with the setting disabled until you hover the alert on top of the shortcut bar. Might even be intended.
That actually shows a smaller version of the icon, and is separate from the show on map setting on the ...
- Tue Dec 16, 2025 3:38 pm
- Forum: Bug Reports
- Topic: [2.0.72] Speaker icon not shown in map view with icon blinking disabled
- Replies: 5
- Views: 312
Re: [2.0.72] how should the programmable speaker icon in map view work?
I can confirm the map view isn't showing the icon for a speaker sometimes if the option to disable blinking isn't on.
Normally, the icon set on the speaker would blink in remote view as long as the condition is true, and you have the option to show it on map set.
12-16-2025, 10-26-32.png
If you ...
Normally, the icon set on the speaker would blink in remote view as long as the condition is true, and you have the option to show it on map set.
12-16-2025, 10-26-32.png
If you ...
- Sun Dec 07, 2025 11:20 pm
- Forum: Modding interface requests
- Topic: Make non-Lua shortcut state readable.
- Replies: 2
- Views: 258
- Wed Nov 26, 2025 10:55 pm
- Forum: Questions, reviews and ratings
- Topic: Swarmageddon Error
- Replies: 6
- Views: 691
Re: Swarmageddon Error
There's a discussion board on the mod page you can post in: https://mods.factorio.com/mod/swarmageddon_20/discussion
By default, mod authors get notifications sent to their email when a new thread is posted. At least in my experience.
That was one of the first things I looked at. But the ...
- Wed Nov 26, 2025 7:19 pm
- Forum: Questions, reviews and ratings
- Topic: Swarmageddon Error
- Replies: 6
- Views: 691
Re: Swarmageddon Error
There's a discussion board on the mod page you can post in: https://mods.factorio.com/mod/swarmaged ... discussion
By default, mod authors get notifications sent to their email when a new thread is posted. At least in my experience.
By default, mod authors get notifications sent to their email when a new thread is posted. At least in my experience.
- Sun Nov 23, 2025 10:32 pm
- Forum: Modding help
- Topic: Intermediate products are not working
- Replies: 5
- Views: 525
Re: Intermediate products are not working
I would've thought the second one would work too, but unfortunately its not what I thought the issue was. I don't see anything in the code that should change how it works just because there's another recipe added.
Maybe someone else will have an idea.
Maybe someone else will have an idea.
- Sun Nov 23, 2025 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Do construction request really need to blink every 2 seconds ?
- Replies: 1
- Views: 227
Re: Do construction request really need to blink every 2 seconds ?
You can disable blinking of icons entirely with an option, I think under accessibility IIRC. Nothing that lets you change the timing - mod api support for it was requested forever ago.
- Sun Nov 23, 2025 5:33 pm
- Forum: Modding help
- Topic: Intermediate products are not working
- Replies: 5
- Views: 525
Re: Intermediate products are not working
Your images show that you can in fact make iron gears or chests from the compressed iron, even when compressed gears exist, so the recipe can be used as an intermediate regardless.
What happens if you have only 1 compressed iron and 1 compressed gears in your inventory? Can belts be made then?
If ...
What happens if you have only 1 compressed iron and 1 compressed gears in your inventory? Can belts be made then?
If ...
- Wed Nov 19, 2025 5:05 pm
- Forum: Modding help
- Topic: How to control building animations
- Replies: 2
- Views: 265
Re: How to control building animations
Does the disabled_by_script property not work for that? Far as I know it disables animations too.
- Tue Nov 18, 2025 3:16 am
- Forum: Mod portal Discussion
- Topic: Discussion Thread Flag Ability Request
- Replies: 3
- Views: 350
Re: Discussion Thread Flag Ability Request
I just edit the title with [DONE] or whatever to mark things done.
- Tue Nov 11, 2025 1:02 am
- Forum: Questions, reviews and ratings
- Topic: Is it possible to change the fluid output limit?
- Replies: 2
- Views: 965
Re: Is it possible to change the fluid output limit?
Looks like it's just a UtilityConstant - max_fluid_flow
- Wed Nov 05, 2025 8:26 pm
- Forum: Modding discussion
- Topic: [Question] Are these doable via modding?
- Replies: 5
- Views: 695
Re: [Question] Are these doable via modding?
API documentation exists at https://lua-api.factorio.com/latest/index.html - there's a link at the top of the page. All the available modifiers are at https://lua-api.factorio.com/latest/types/Modifier.html - if it's not listed there, it's not possible to do it via technology effects.
There's no ...
There's no ...
- Wed Oct 08, 2025 2:51 pm
- Forum: Releases
- Topic: Version 2.0.68
- Replies: 7
- Views: 9017
Re: Version 2.0.68
Can someone please elaborate on where to find this 'hidden setting to revert to OpenGL'? I'm hoping / assuming it's a command-line flag or config file that I can edit manually, as like I said -- I can't even launch the game post 2.0.68.
https://wiki.factorio.com/Application_directory lists ...
- Sat Sep 20, 2025 11:02 pm
- Forum: Implemented mod requests
- Topic: Access to file manipulation in data stage
- Replies: 4
- Views: 1580
Re: Access to file manipulation in data stage
The description says it's used in ALL stages - settings, prototypes (data), and runtime (control). The description of the for_player parameter explicitly lists the other stages.
- Sat Sep 20, 2025 5:21 pm
- Forum: Gameplay Help
- Topic: What i am doing wrong on this pic?
- Replies: 4
- Views: 821
Re: What i am doing wrong on this pic?
AFAIK that non-equal check is for the QUALITY of the yumako, so its filtering for non-common yumako to the right side. Its all common, so none is going to the right.
If you want all yumako going to the right regardless of quality, there's an 'any quality' setting.
If you want all yumako going to the right regardless of quality, there's an 'any quality' setting.
- Sat Sep 06, 2025 1:07 am
- Forum: Modding help
- Topic: Rail remove Decorative?
- Replies: 2
- Views: 527
Re: Rail remove Decorative?
decorative_removal_probability is only on Tile prototypes, not entities.
Entities have remove_decoratives and rail prototypes also have removes_soft_decoratives
Entities have remove_decoratives and rail prototypes also have removes_soft_decoratives
- Tue Sep 02, 2025 10:58 pm
- Forum: Questions, reviews and ratings
- Topic: How do you figure out which mod is affecting spoilage times?
- Replies: 2
- Views: 930
Re: How do you figure out which mod is affecting spoilage times?
Are you sure it wasn't the game-wide setting for spoiling rate being changed? That wouldn't show up on the item, since it's not a change to the item. If it's EVERY item, that's likely the cause.
- Sat Aug 30, 2025 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Use transparency when "Enable Warning Icons Blinking" is disabled.
- Replies: 2
- Views: 311
Re: Use transparency when "Enable Warning Icons Blinking" is disabled.
For now, there's options for transparency and scaling in the mod I wrote before disabling blinking was an option: https://mods.factorio.com/mod/No_Power_Icons . I added it because people requested it specifically for making recipes/filters visible.
- Sun Aug 17, 2025 4:46 pm
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 1628
Re: A settable quality cap on buildings
Are you saying you want production to work the same way as now, except that items with a lower quality than the cap...just don't get produced?
OP asked for the other way around. If the cap is set to rare, and an epic part was rolled, it would be reduced to rare instead. They did not specify ...
- Mon Aug 11, 2025 4:25 pm
- Forum: Modding help
- Topic: Help with autoplacing resources / updating an old mod
- Replies: 5
- Views: 1085
Re: Help with autoplacing resources / updating an old mod
Hi, Can someone explain this part to me?
local resource_autoplace = require("resource-autoplace")
...
autoplace = resource_autoplace.resource_autoplace_settings({ ... etc ...})
where does that "resource-autoplace.lua" file come from?
It's part of the base game. There's a few lua scripts in ...