Search found 381 matches
- Mon Jan 12, 2026 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Selecting legendary recipe should remove quality moduies
- Replies: 3
- Views: 264
Re: Selecting legendary recipe should remove quality moduies
The real issue is that ingredient quality shouldn't exist
- Fri Jan 09, 2026 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 840
Re: Saving Productivity per Recipe
You can't since vanilla space exploration preset disable many achievement nowLindor wrote: Wed Jan 07, 2026 12:31 pm Even though i won't do that until i've finished space exploration Vanilla with all steam achievements that i can get in the run
- Thu Jan 08, 2026 8:07 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] can_satisfy_request ignore count
- Replies: 4
- Views: 332
Re: can_satisfy_request ignore count
Thanks for the report however I am unable to reproduce any such issue when I test and you haven't provided any save file or test mod to show what issue you're running into.
Do you need more info ? I will use get_item_count for now, even if I guess it's cost more UPS cause it will count every ...
- Thu Jan 08, 2026 12:10 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] can_satisfy_request ignore count
- Replies: 4
- Views: 332
Re: [2.0.72] can_satisfy_request ignore count
I have trouble to produce a MRE, it's look like it's happen when item count return negative number.
106.679 Script @__AutoQualityUpgrades__/control.lua:208: item_count = -6
106.679 Script @__AutoQualityUpgrades__/control.lua:209: n = 101
106.679 Script @__AutoQualityUpgrades__/control.lua:210 ...
106.679 Script @__AutoQualityUpgrades__/control.lua:208: item_count = -6
106.679 Script @__AutoQualityUpgrades__/control.lua:209: n = 101
106.679 Script @__AutoQualityUpgrades__/control.lua:210 ...
- Wed Jan 07, 2026 5:34 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] can_satisfy_request ignore count
- Replies: 4
- Views: 332
[2.0.72] can_satisfy_request ignore count
https://lua-api.factorio.com/latest/classes/LuaLogisticNetwork.html#can_satisfy_request look like to ignore count. the following code:
local n = aqu.get_used_item_by_network(network, module.name, quality.name) + 1
if network.can_satisfy_request({ name = module.name, quality = quality }, n, true ...
local n = aqu.get_used_item_by_network(network, module.name, quality.name) + 1
if network.can_satisfy_request({ name = module.name, quality = quality }, n, true ...
- Tue Jan 06, 2026 4:49 pm
- Forum: Modding interface requests
- Topic: a way to ensure quality (or any mod) is loaded at the last possible moment
- Replies: 7
- Views: 451
Re: a way to ensure quality (or any mod) is loaded at the last possible moment
So if such a thing existed how would the game handle when two mods ask to be loaded “last”?
natural order again I guess, but that still better than current just natural order, that clearly not perfect but maybe something like ":quality" in dep could mean "I want to be loaded before quality", or ...
- Mon Jan 05, 2026 10:56 am
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 840
- Mon Jan 05, 2026 10:52 am
- Forum: Modding interface requests
- Topic: a way to ensure quality (or any mod) is loaded at the last possible moment
- Replies: 7
- Views: 451
Re: a way to ensure quality (or any mod) is loaded at the last possible moment
Example of thing current situation make modder do call its mod "zzz-nonstandard-beacons" to try to be the last loaded, next will be zzzz and next will be zzzzzzzzzzzzzzzzzzzzzzz
- Sun Jan 04, 2026 8:44 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 840
Re: Saving Productivity per Recipe
that would allow thing like charging your prod bonus with low cost rss than swap to high cost rss recipe and get extra item you don't deserve like legendary extra production. That a big no.
- Sun Jan 04, 2026 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Furnaces should show the recipe bar
- Replies: 1
- Views: 199
Re: Furnaces should show the recipe bar
https://mods.factorio.com/mod/ElectricF ... ingMachine
also furnace consume so much UPS (specially recycler)
- Sat Jan 03, 2026 1:13 am
- Forum: Not a bug
- Topic: [delete pls][2.0.72] Quality nuclear fuel reprocessing
- Replies: 3
- Views: 289
Re: [2.0.72] Quality nuclear fuel reprocessing
be aware quality uranium cell is useless in vanilla
- Sat Jan 03, 2026 12:48 am
- Forum: Modding help
- Topic: Upgrade Planner not working on entity despite next_upgrade being set
- Replies: 3
- Views: 240
Re: Upgrade Planner not working on entity despite next_upgrade being set
it's because your loaders are hidden I think
- Sat Jan 03, 2026 12:18 am
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 8
- Views: 951
Re: Better blueprints idea - auto upgrade/downgrade
I thinked of this when doing a mod. The problem is that entity "upgrade" is not always a compatible upgrade, specially underground belt, if you paste a blueprint that do underground belt spaghetti, and downgrade all of them to the same underground tier the blueprint will not work. Also range of ...
- Fri Jan 02, 2026 11:56 pm
- Forum: Modding interface requests
- Topic: a way to ensure quality (or any mod) is loaded at the last possible moment
- Replies: 7
- Views: 451
Re: a way to ensure quality (or any mod) is loaded at the last possible moment
this would load the mod before, the purpose is after. What would be great is mod that should run last be able to add a weight to their order, quality who add recipe in data-update (well I didn't check actually) could miss recipe from mod that add recipe in data-updates (yes I know it's better to do ...
- Fri Jan 02, 2026 11:51 pm
- Forum: Balancing
- Topic: Moving Green Belts to Gleba
- Replies: 14
- Views: 2943
Re: Moving Green Belts to Gleba
gleba already have stacking that x4 belt lol
- Fri Jan 02, 2026 4:31 pm
- Forum: Modding interface requests
- Topic: a way to ensure quality (or any mod) is loaded at the last possible moment
- Replies: 7
- Views: 451
a way to ensure quality (or any mod) is loaded at the last possible moment
AFAIK there is no way to ask for a mod to load after all of the rest. This is annoying for mod such as quality. There is no way to tell in a mod, "load before quality".
- Fri Jan 02, 2026 4:28 pm
- Forum: Modding interface requests
- Topic: Localization for error()
- Replies: 10
- Views: 2727
Re: Localization for error()
I think what we need is a simple function to ask for direct translation of string.
error(translate(msg))
That would allow full flexibility
A mandatory dependency added to any of these mods wouldn't solve it. Lignumis doesn't need Cerys or Lunaponics, and Cerys doesn't want Lunaponics by ...
error(translate(msg))
That would allow full flexibility
A mandatory dependency added to any of these mods wouldn't solve it. Lignumis doesn't need Cerys or Lunaponics, and Cerys doesn't want Lunaponics by ...
- Fri Jan 02, 2026 4:18 pm
- Forum: Won't implement
- Topic: Simplify icons data
- Replies: 1
- Views: 127
Simplify icons data
There is always two way to set up icon, either use icon or use icons and at least one is mandatory. That complexity the code and create bugs. Could it be possible for 2.1 to only use icons ?
- Fri Jan 02, 2026 6:40 am
- Forum: Not a bug
- Topic: [2.0.72] Lab Bots are on strike since a few days
- Replies: 4
- Views: 285
Re: [2.0.72] Lab Bots are on strike since a few days
always trash unrequested items :p
- Sat Dec 27, 2025 7:22 pm
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1393
Re: Remove fast inserter
fast inserter are blue one