Search found 610 matches

by Silari
Sun Jan 25, 2026 5:35 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.73] rocket_launch_products are ignored when manually launching item to Orbit with Space Age
Replies: 2
Views: 546

Re: [2.0.73] rocket_launch_products are ignored when manually launching item to Orbit with Space Age

I've had people report the same with my mod , several times , but haven't been able to do any testing with it since I don't own SA. My items are named "miner-module" or "miner-module-<resource name>" so it's not just with the name "satellite" apparently.

At least one person said it didn't work even ...
by Silari
Sat Jan 24, 2026 6:17 pm
Forum: Modding help
Topic: recipe enabled=false but still going on start??
Replies: 3
Views: 314

Re: recipe enabled=false but still going on start??

Are you testing this in a new game or loading a saved game? Saved game would keep the previous setting unless technology effects are reset are for the force, so if you had it enabled during testing then changed it to not enabled, it would still show available in the save.
by Silari
Sat Jan 24, 2026 6:08 pm
Forum: Modding help
Topic: [solved] Quality order
Replies: 4
Views: 406

Re: Quality order

Haven't worked much with SA stuff since I don't own it, but isn't there also a level field that would probably need to be changed so that mythical is yours + 1? https://lua-api.factorio.com/latest/prototypes/QualityPrototype.html#level

Game might always expect next quality to be a higher/different ...
by Silari
Wed Dec 31, 2025 1:25 am
Forum: Assigned
Topic: [Kovarex] [2.0.63] Smart belt bug #11: Belt not placed when dragging over belt ghosts after splitter
Replies: 4
Views: 1192

Re: [2.0.72] Dragging belt over ghosts with splitter in the middle fails

Note that when dragging over the splitter the game pops up the 'Too far to connect' message before starting to place belts again.

This doesn't occur when turning off Smart belt building in the options, it all places normally.

12-30-2025, 20-25-02.png
Smart Belt on, no ghosts
Smart belt on ...
by Silari
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: 573

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 ...
by Silari
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: 573

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 ...
by Silari
Sun Dec 07, 2025 11:20 pm
Forum: Modding interface requests
Topic: Make non-Lua shortcut state readable.
Replies: 2
Views: 344

Re: Make non-Lua shortcut state readable.

Can't you just read that from the player's LUAEntity?

allow_dispatching_robots
by Silari
Wed Nov 26, 2025 10:55 pm
Forum: Questions, reviews and ratings
Topic: Swarmageddon Error
Replies: 6
Views: 984

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 ...
by Silari
Wed Nov 26, 2025 7:19 pm
Forum: Questions, reviews and ratings
Topic: Swarmageddon Error
Replies: 6
Views: 984

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 Silari
Sun Nov 23, 2025 10:32 pm
Forum: Modding help
Topic: [unsolvable] Intermediate products are not working
Replies: 7
Views: 838

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.
by Silari
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: 275

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.
by Silari
Sun Nov 23, 2025 5:33 pm
Forum: Modding help
Topic: [unsolvable] Intermediate products are not working
Replies: 7
Views: 838

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 ...
by Silari
Wed Nov 19, 2025 5:05 pm
Forum: Modding help
Topic: How to control building animations
Replies: 2
Views: 349

Re: How to control building animations

Does the disabled_by_script property not work for that? Far as I know it disables animations too.
by Silari
Tue Nov 18, 2025 3:16 am
Forum: Mod portal Discussion
Topic: Discussion Thread Flag Ability Request
Replies: 3
Views: 475

Re: Discussion Thread Flag Ability Request

I just edit the title with [DONE] or whatever to mark things done.
by Silari
Wed Nov 05, 2025 8:26 pm
Forum: Modding discussion
Topic: [Question] Are these doable via modding?
Replies: 5
Views: 948

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 ...
by Silari
Wed Oct 08, 2025 2:51 pm
Forum: Releases
Topic: Version 2.0.68
Replies: 7
Views: 10585

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 ...
by Silari
Sat Sep 20, 2025 11:02 pm
Forum: Implemented mod requests
Topic: Access to file manipulation in data stage
Replies: 4
Views: 1724

Re: Access to file manipulation in data stage

protocol_1903 wrote: Sat Sep 20, 2025 9:50 pm They specified data stage, not control stage. +1
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.
by Silari
Sat Sep 20, 2025 5:21 pm
Forum: Gameplay Help
Topic: What i am doing wrong on this pic?
Replies: 4
Views: 921

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.
by Silari
Sat Sep 06, 2025 1:07 am
Forum: Modding help
Topic: Rail remove Decorative?
Replies: 2
Views: 616

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

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