Search found 593 matches

by Silari
Sat Sep 20, 2025 11:02 pm
Forum: Implemented mod requests
Topic: Access to file manipulation in data stage
Replies: 4
Views: 1228

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: 378

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: 326

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
by Silari
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: 683

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.
by Silari
Sat Aug 30, 2025 6:33 pm
Forum: Ideas and Suggestions
Topic: Use transparency when "Enable Warning Icons Blinking" is disabled.
Replies: 2
Views: 171

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.
by Silari
Sun Aug 17, 2025 4:46 pm
Forum: Ideas and Suggestions
Topic: A settable quality cap on buildings
Replies: 15
Views: 1010

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 ...
by Silari
Mon Aug 11, 2025 4:25 pm
Forum: Modding help
Topic: Help with autoplacing resources / updating an old mod
Replies: 5
Views: 734

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 ...
by Silari
Fri Aug 08, 2025 7:15 pm
Forum: Duplicates
Topic: Fish flowing
Replies: 5
Views: 473

Re: Fish flowing

SaboteurKiev wrote: Fri Aug 08, 2025 6:00 pm It would be ok, if they just stop moving., but i want to say that they are swimming and grouping near some "vertical" lines.
Those are chunk boundaries. When they move into the chunk outside the radius where they're active, they stop moving, so many can pile up at the boundary.
by Silari
Wed Jul 30, 2025 9:43 pm
Forum: Fan Art
Topic: custom assembling machine graphics
Replies: 6
Views: 4210

Re: custom assembling machine graphics

Neat. Looks kind of like a miniature bastion fort.
by Silari
Tue Jul 29, 2025 2:34 pm
Forum: Ideas and Suggestions
Topic: ICBM nuking
Replies: 3
Views: 383

Re: ICBM nuking



Like how a single fish can be currently inserted into a space-age rocket to trigger special behavior


I got curious and so I launched a single fish into a rocket silo and launched the rocket to a stationary platform above Nauvis. I didn't notice anything unexpected. What is this special ...
by Silari
Tue Jul 29, 2025 12:07 am
Forum: Modding help
Topic: Help with autoplacing resources / updating an old mod
Replies: 5
Views: 734

Re: Help with autoplacing resources / updating an old mod

I don't see anywhere in that code where you add it to the planet's autoplace's specification, to allow it to spawn on that planet.

for instance, for Homeworld the sand-source resource needs to be added to nauvis before it spawns there:
data.raw.planet.nauvis.map_gen_settings.autoplace_controls ...
by Silari
Sat Jul 26, 2025 8:45 pm
Forum: Gameplay Help
Topic: search for a lost child
Replies: 4
Views: 478

Re: search for a lost child

Did you try a filtered deconstruction planner? Should be able to spread that over everything in your base and it'll get marked.
by Silari
Wed Jul 23, 2025 2:32 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 158
Views: 194807

Re: [MOD 1.1] Sea Block Pack 0.5.16


is this mod dead? i cant load the mod in 1.1 due the bob's mining needing 2.0.. i cant load both at the same time but i need them both, is there another way to play the mod


Needed versions are still on the mod portal. You can download the required version manually, or delete the installed one ...
by Silari
Wed Jul 02, 2025 5:05 pm
Forum: Modding help
Topic: Making a gun that requires no ammo
Replies: 4
Views: 493

Re: Making a gun that requires no ammo

Far as I'm aware it's not possible to make a gun that doesn't require ammo - presumably because some portions of it's attack is based on the ammo used.

You can make one that doesn't CONSUME ammo by setting the attack_parameters.ammo_consumption_modifier to 0. It still needs ammo in the gun but won ...
by Silari
Sat Jun 28, 2025 12:33 am
Forum: Gameplay Help
Topic: Total raw materials
Replies: 1
Views: 336

Re: Total raw materials

What's considered a raw material is whatever you can't craft by hand, or can't be crafted by the machine you're currently interacting with. This is why it shows steel bars as raw material for a solar panel, despite those being made by iron plates.

Batteries can't be made by hand because they ...
by Silari
Sat Jun 21, 2025 10:51 pm
Forum: Gameplay Help
Topic: Can't research Promethium...... Why not???
Replies: 10
Views: 978

Re: Can't research Promethium...... Why not???

Chances are one of your mods has disabled the biter egg research without removing it as a prerequisite for promethium research, though it also could've been some other tech one of the mods added as well.


You can try hitting Ctrl+Shift+E to open the prototype explorer , selecting 'technology' in ...
by Silari
Thu Jun 19, 2025 12:18 am
Forum: Ideas and Requests For Mods
Topic: [Mod Request] Top left aligned quality icons
Replies: 3
Views: 605

Re: [Mod Request] Top left aligned quality icons

Presumably you could do this with the quality_indicator_shift attribute on the entity prototypes, though I've never messed with it.

Not sure on icons though.
by Silari
Sun Jun 08, 2025 10:44 pm
Forum: General discussion
Topic: Space Exploration / Space Age connection?
Replies: 16
Views: 5886

Re: Space Exploration / Space Age connection?



So, from what I understand,...
WUBE always wanted to do SA, but didn't have time, and wanted to get 1.0 out. After they release 1.0, Earendel singlehandedly wrote his/her own enormous SE mod, ...


This still sounds a bit off in my opinion: Wube did 1.0 with no intention to have SA already ...
by Silari
Sun Jun 01, 2025 5:18 pm
Forum: Technical Help
Topic: opening zip failed i/o error
Replies: 3
Views: 544

Re: opening zip failed i/o error

Autosaves should be shown in the load menu. You might want to move the corrupt save to another directory, to see if maybe it's preventing Factorio from reading the rest of the files properly.
by Silari
Sat May 31, 2025 5:15 pm
Forum: Technical Help
Topic: game crashes at loading screen with mods
Replies: 2
Views: 417

Re: game crashes at loading screen with mods


Sounds like a problem with one of your mods. You should probably remove them.


Mods shouldn't be causing the game to crash regardless of what they're doing, only causing an error. Something else is going on.

And the first error message shows up after loading core, which is part of the game ...

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