Search found 730 matches
- Fri Aug 22, 2025 2:07 pm
- Forum: Modding help
- Topic: Need help with modding
- Replies: 8
- Views: 670
Re: Need help with modding
You can do random mine results in data stage only without having to touch control scripting. That way, it will affect player mining and drill mining equally, and not have any script performance overhead. The downside is it isn’t dynamic so you can’t adjust the probabilities based on time, unlocks ...
- Wed Apr 23, 2025 11:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1
- Replies: 19
- Views: 4391
Re: [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1
I'm also running into the same issue after installing the Space Age DLC through Steam. Reinstalling the whole game with Steam also did not work. :(
Is there any solution in the meantime?
If you read the posts above you'll see that installing factorio standalone will probably work.
I wonder if ...
- Thu Apr 17, 2025 2:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.45] Alt-mode icons create graphical artifact with Metal
- Replies: 2
- Views: 416
[StrangePan][2.0.45] Alt-mode icons create graphical artifact with Metal
With Metal enabled, I'm getting a black line appearing along the top of each alt-mode icon. If I switch back to OpenGL it no longer appears.
- Wed Apr 16, 2025 1:52 pm
- Forum: Modding discussion
- Topic: Tool for parsing game data files - does it exist? Is it needed?
- Replies: 2
- Views: 905
Re: Tool for parsing game data files - does it exist? Is it needed?
So I've been wondering - does such a parsing tool already exist, in which case I could just integrate it into my project?
Yes. You can run the factorio executable with the `--dump-data` parameter and it will load all the lua data files and export them as a json. (https://wiki.factorio.com ...
- Thu Apr 03, 2025 3:24 pm
- Forum: Modding interface requests
- Topic: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
- Replies: 8
- Views: 990
Re: [2.0.43] Setting a cargo pod's destination to `defines.cargo_pod.surface` will not redirect it to a cargo bay
Okay. What event handler should I run that in? on_rocket_launched? event.rocket.cargo_pod.foobar() ?
Edit: I can't seem to find the cargo pod anywhere in on_rocket_launched. It does exist in on_rocket_launch_ordered (via event.rocket.attached_cargo_pod). However setting that pod's cargo_pod ...
- Tue Mar 25, 2025 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] Send-item-to-orbit research trigger empty in prototype explorer
- Replies: 1
- Views: 299
[boskid][2.0.42] Send-item-to-orbit research trigger empty in prototype explorer
See attached screenshots, taken in vanilla-base 2.0.42. "Research trigger" entry should not be empty for "Space science pack" technology. Same for biter-capture in SA.
- Thu Mar 06, 2025 1:37 pm
- Forum: Mod portal Discussion
- Topic: "Built-in dependency" colour/tooltip overrides dependency-type colour/tooltip
- Replies: 0
- Views: 735
"Built-in dependency" colour/tooltip overrides dependency-type colour/tooltip
The special-treatment of 'official mods' works well when they are required dependencies [pic1 - Maraxsis ], but not when they are optional or incompatible [pic2 - Lunar Landings ].
The tooltip ("Required dependency", "Optional dependency", "Conflicting dependency") is always overridden to say ...
The tooltip ("Required dependency", "Optional dependency", "Conflicting dependency") is always overridden to say ...
- Wed Mar 05, 2025 5:39 pm
- Forum: Pending
- Topic: [2.0.32] Unable to open moving Spidertron via the map
- Replies: 4
- Views: 513
Re: [2.0.32] Unable to open moving Spidertron via the map
Are you in multiplayer? If so, are you the host, or is there high latency?Kuse6 wrote: Wed Mar 05, 2025 2:21 pm Hello, thanks for your response.
I tried it again and found that it works, but usually on the fifth click. The Spidertron doesn't always open even when the yellow hitbox appears. Maybe it's just a skill issue.
- Tue Mar 04, 2025 2:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.38] defines.logistic_member_index is missing some values
- Replies: 1
- Views: 1736
[2.0.38] defines.logistic_member_index is missing some values
https://lua-api.factorio.com/latest/defines.html#defines.logistic_member_index is missing some values.
Calling https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point on a logistic-container is returning a dictionary with 2 logistic points (index 1 and 2) but there's no ...
Calling https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point on a logistic-container is returning a dictionary with 2 logistic points (index 1 and 2) but there's no ...
- Wed Feb 12, 2025 11:09 pm
- Forum: Modding help
- Topic: Cargo wagon capacity
- Replies: 4
- Views: 741
Re: Cargo wagon capacity
When activating the quality_affects_inventory_size attribute, the cargo wagon capacity changes with the quality:
Screenshot 2025-02-12 at 14.48.59.png
which is returned in #wagon.get_inventory(defines.inventory.cargo_wagon) but the prototype still reports "40" as inventory size.
You can pass ...
- Tue Feb 04, 2025 11:58 am
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 12884
Re: Version 2.0.33
"Added hatch count info to platform hub, landing pad and rocket silo."
What does this mean, hatched eggs just as a fun stat as a reminder of poor egg handling? :)
No, it is referring to cargo hatches, which are the ports that cargo pods go in and out of. It tells you how many hatches each ...
- Tue Feb 04, 2025 11:54 am
- Forum: Modding interface requests
- Topic: Add tooltips to listbox items
- Replies: 5
- Views: 836
Re: Add tooltips to listbox items
Yes please. This is already possible for dropdowns in mod settings, but would be nice to have it ingame too 

- Wed Jan 29, 2025 3:13 pm
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 1839
Re: "Noob" prototype "type checking" question
Notably prototype.name is NOT the way (IMO) to check this since ideally code could handle any new prototype that was deepcopy()'d + extend()'d into the game's system with an alternate prototype name. Suppose (for example) the built-in prototype is "duck"
You'd need to be more precise. Is it of ...
- Wed Jan 29, 2025 11:36 am
- Forum: Ideas and Suggestions
- Topic: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0
- Replies: 3
- Views: 735
Re: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0
Have you tried using my Factory Search mod to find legacy rails (using Entity search mode)? I'm not 100% sure it would work as it does try to intelligently link entities that are placed by the same item, so I think search results would include all rails, but I think the results would still be ...
- Wed Jan 29, 2025 11:32 am
- Forum: Development tools
- Topic: Looking for Code to resolve noise expressions
- Replies: 1
- Views: 971
Re: Looking for Code to resolve noise expressions
Hello @Devs:
could you share the code which you use to resolve noise expressions? Like that every named noise expression/function and their local expressions and functions are replaced by their actual expression, so that only built-in constants and functions remain.
I need this to replace all ...
- Wed Jan 29, 2025 11:23 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 1839
Re: "Noob" prototype "type checking" question
2. What happens if another mod deepcopy's an existing prototype (that I care about), adds a custom thing with the same/similar behavior, etc. And maybe I still want my logic to try to handle that "inheriting" prototype? I assume anything that's deepcopy()'d still has a duplicate of the original ...
- Wed Jan 29, 2025 11:02 am
- Forum: Gameplay Help
- Topic: Unable to select and area on Mac.
- Replies: 3
- Views: 810
Re: Unable to select and area on Mac.
What are the obvious reasons? I don't understand what you mean.I have come to a point where continuing the game is only fun if I get this option to work, for various obvious reasons.
- Wed Jan 29, 2025 11:00 am
- Forum: Modding help
- Topic: Retrieving Entity Icons. How?
- Replies: 3
- Views: 641
Re: Retrieving Entity Icons. How?
QwenLM helped me.
First: not `defines`, just `prototypes`
Second: not icons but sprites
for type, count in pairs(count_selection_entities(entities))
do
local prototype = prototypes['entity'][type]
if prototype ~= nil
then
local sprite = "entity/" .. type
end
end
Looks like you mostly ...
- Wed Jan 29, 2025 10:41 am
- Forum: Ideas and Suggestions
- Topic: Factory information is off screen.
- Replies: 7
- Views: 1326
Re: Factory information is off screen.
Uncheck this:
EntityTooltips.png
That's a good solution. I have tried several and everything shows up in screen.
Thank you.
Another option is that you can uncheck that and set the "Tooltip delay" (or "Entity tooltip delay", I forget) slider to "Never" (all the way to the right). Then the ...
- Tue Jan 28, 2025 12:17 pm
- Forum: Modding help
- Topic: Change rocket_lift_weight
- Replies: 1
- Views: 858
Re: Change rocket_lift_weight
Hi folks,
I'm trying to make rocket bringing more items to my ISS, so I find a way to increase its lifting weight. I scan through lua-api factorio and found an interesting constant: rocket_lift_weight . It's in core/prototypes/utility-constants.lua , line 507. I change the value by add a 0 at the ...