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.
Search found 593 matches
- 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
- 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.
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: 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
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: 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.
- 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.
- 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 ...
- 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 ...
- Fri Aug 08, 2025 7:15 pm
- Forum: Duplicates
- Topic: Fish flowing
- Replies: 5
- Views: 473
Re: Fish flowing
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.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.
- 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.
- 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 ...
- 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 ...
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 ...
- 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.
- 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 ...
- 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 ...
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 ...
- 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 ...
Batteries can't be made by hand because they ...
- 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 ...
You can try hitting Ctrl+Shift+E to open the prototype explorer , selecting 'technology' in ...
- 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.
Not sure on icons though.
- 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 ...
- 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.
- 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 ...