Search found 1243 matches

by robot256
Wed Jul 23, 2025 12:34 am
Forum: Ideas and Suggestions
Topic: Unobtrusive Alt Mode
Replies: 7
Views: 945

Re: Unobtrusive Alt Mode

The alt mode icon position can be adjusted by https://lua-api.factorio.com/latest/prototypes/EntityPrototype.html#icon_draw_specification.

This mod tries to make icons less obtrusive by modifying the icon shadow: https://mods.factorio.com/mod/Humble-Alt-Mode-Shadow-2

If a good set of offsets and ...
by robot256
Tue Jul 22, 2025 6:21 pm
Forum: Documentation Improvement Requests
Topic: Document that infinity_container_filters works on ghosts
Replies: 3
Views: 143

Re: Document that infinity_container_filters works on ghosts

Bilka wrote: Tue Jul 22, 2025 3:32 pm Indeed, that's why the page says "Most functions on LuaEntity also work when the entity is contained in a ghost.".
Ah, thank you! I didn't notice that that part of the preamble is part of the API definition, not merely explanation.
by robot256
Mon Jul 21, 2025 1:04 pm
Forum: Ideas and Suggestions
Topic: Toggle Individual Items in Logistics Group
Replies: 6
Views: 215

Re: Toggle Individual Items in Logistics Group


Maybe add support for dragging items across logistics groups?

I also had this issue switching between normal and legendary sciences. My problem could be solved with an "active science" group and an "inactive science" group and dragging items across them.


You can pipette to copy entries in ...
by robot256
Mon Jul 21, 2025 12:45 am
Forum: Documentation Improvement Requests
Topic: Document that infinity_container_filters works on ghosts
Replies: 3
Views: 143

Document that infinity_container_filters works on ghosts

I discovered that ghost infinity chest/wagon/pipe filters can be interacted with just like ghost logistic chests. The following entries should have the note "Also works for ghosts", similar to LuaEntity::get_inventory_filter().

LuaEntity::infinity_container_filters
LuaEntity::remove_unfiltered ...
by robot256
Sun Jul 20, 2025 10:32 pm
Forum: Ideas and Suggestions
Topic: Toggle Individual Items in Logistics Group
Replies: 6
Views: 215

Re: Toggle Individual Items in Logistics Group

You can put the same item in more than one group. If you need belts but not splitters and umdergrounds, just add a new section and put it there. Or do like I do, and have the first group be for items I set individually, and the following sections for things I control as groups.
by robot256
Sun Jul 20, 2025 1:10 pm
Forum: Technical Help
Topic: Crash upon running headless server with Space Age
Replies: 3
Views: 159

Re: Crash upon running headless server with Space Age

The headless server build already includes the DLC files, so no copying is necessary. Just create a Space Age save file on your client, same the map, and transfer it to the headless server saves directory. It will automatically load the DLC when it detects it in the save. (At least that's how it ...
by robot256
Fri Jul 18, 2025 7:04 pm
Forum: Bug Reports
Topic: [2.0.60] Incorrect handling of Selector combinator parameters table
Replies: 0
Views: 91

[2.0.60] Incorrect handling of Selector combinator parameters table

SelectorCombinatorParameters states that quality_source_static can be specified as type QualityID , which can be either LuaQualityPrototype or the string name of a quality prototype. However, both read and write of quality_source_static are done with a table in the form {name=<quality name>}. This ...
by robot256
Wed Jul 16, 2025 3:13 pm
Forum: Gameplay Help
Topic: Need help with train signals, pls
Replies: 3
Views: 202

Re: Need help with train signals, pls

As Loewchen said, use the tutorials and place signals without worrying about priority. Once you split each intersection (each of your pictures shows one "compound intersection" that should be signaled together) with chain signals, and place rail signals at each exit, train pathfinding will produce ...
by robot256
Wed Jul 16, 2025 2:20 pm
Forum: Ideas and Suggestions
Topic: Windows Headless Server Edition
Replies: 7
Views: 338

Re: Windows Headless Server Edition

You can register your Steam purchase on Factorio.com and download it directly from there without using your Steam password, but you are correct that only the Linux headless server package is available without logging in.
by robot256
Wed Jul 16, 2025 12:41 pm
Forum: Not a bug
Topic: [2.0.60] Assembly machine stuck when nutrient spoil
Replies: 2
Views: 137

Re: [2.0.60] Assembly machine stuck when nutrient spoil

It's not stuck. Once the output is emptied of the recipe product, then the spoilage will be moved to the trash slot. It's like this so that idle machines don't constantly load more ingredients that spoil inside them.
by robot256
Tue Jul 15, 2025 8:02 pm
Forum: Mod portal Discussion
Topic: Give any mod that depends on space-age the space age category
Replies: 4
Views: 264

Re: Give any mod that depends on space-age the space age category



Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.


I don't think it would need to navigate the full dependency tree, just slap the label whenever a mod is uploaded that adds a dependency with the label or enables a ...
by robot256
Tue Jul 15, 2025 5:40 pm
Forum: Mod portal Discussion
Topic: Give any mod that depends on space-age the space age category
Replies: 4
Views: 264

Re: Give any mod that depends on space-age the space age category

Related:
viewtopic.php?t=126971
viewtopic.php?t=128597

Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.
by robot256
Sun Jul 13, 2025 3:37 am
Forum: Modding help
Topic: Help making my mod: How to make things persist across configuration changes?
Replies: 1
Views: 109

Re: Help making my mod: How to make things persist across configuration changes?

When the configuration changes, the game automatically recalculates which recipes should be unlocked based on all the technologies that have been researched. That way, if a mod adds a new recipe to an early tech, it gets unlocked immediately.

In your case, the recipes are not unlocked by any ...
by robot256
Sat Jul 12, 2025 4:41 pm
Forum: Modding interface requests
Topic: Flag to order robots throw explosives on minable cliffs
Replies: 2
Views: 128

Re: Flag to order robots throw explosives on minable cliffs

Why should the robots waste explosives if they can mine it directly?

Is your actual intention to make a cliff that players can mine but robots cannot?
by robot256
Sat Jul 12, 2025 5:40 am
Forum: Modding help
Topic: Setting recipe outputs' quality
Replies: 4
Views: 274

Re: Setting recipe outputs' quality

Here's a different hack: make a dummy item as the product of the recipe that immediately spoils into the item you want. I'm not sure if it can spoil into a specific quality, but you can also attach a script trigger to the spoiling and change the quality of the output in code.
by robot256
Fri Jul 11, 2025 8:45 pm
Forum: Ideas and Suggestions
Topic: Inclusive filter option for Splitters
Replies: 3
Views: 263

Re: Inclusive filter option for Splitters

I agree this is an interesting idea. A better way to describe it is putting a blacklist filter for a particular on one of the outputs.
by robot256
Fri Jul 11, 2025 4:12 pm
Forum: Ideas and Suggestions
Topic: wire color inversion
Replies: 3
Views: 197

Re: wire color inversion

Looks like this mod will swap wire colors in a blueprint for you. https://mods.factorio.com/mod/BlueprintTools
by robot256
Thu Jul 10, 2025 3:48 am
Forum: Won't fix.
Topic: [2.0.59] math2d.bounding_box.contains_point does not use box orientation
Replies: 1
Views: 183

[2.0.59] math2d.bounding_box.contains_point does not use box orientation

The very convenient helper function function math2d.bounding_box.contains_point(box, point) always assumes box.orientation=0. When orientation is nonzero and the box is not square, it does not accurately tell you whether a given point is inside a given bounding box. The is true of all the bounding ...
by robot256
Fri Jul 04, 2025 7:37 pm
Forum: Modding discussion
Topic: Game can not tell you if a fluid with the same name as an item is missing.
Replies: 4
Views: 302

Re: Game can not tell you if a fluid with the same name as an item is missing.

The title is incomprehensible. The only way to explain what you mean is break down what you did step by step and where your expectations did not match what you observed. Are you talking about item/fluid prototype definitions, or item/fluid ingredients listed in a recipe prototype? Do you mean the ...
by robot256
Tue Jul 01, 2025 2:26 am
Forum: Technical Help
Topic: Map editor caused world corruption - Nauvis is Gleba now
Replies: 8
Views: 551

Re: Map editor caused world corruption - Nauvis is Gleba now



Sounds like too far gone. Just reload save from before map editor experiment.


Yeah, unfortunately I don't have one of those. The last autosave was from right after I executed the editor changes. Sigh...


Always save the map to a named file as soon as you start it. Then the game will prompt ...

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