Search found 146 matches
- Tue Feb 10, 2026 6:38 pm
- Forum: Modding interface requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 6
- Views: 1241
Re: Quality support for radius_visualisation_specification
Cerys uses that trick elsewhere, but it isn’t feasible here. It's a freely buildable entity in a popular polished mod so the solution should be interchangeable in the various game systems: pipette, recipe signals, quality-switching shortcuts, ...
- Mon Feb 09, 2026 8:06 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::animations
- Replies: 2
- Views: 121
Re: ItemPrototype::animations
Thanks for the reply.
- Mon Feb 09, 2026 4:21 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::place_as_tile::consumed
- Replies: 2
- Views: 90
ItemPrototype::place_as_tile::consumed
This request is for a new optional field, defaulting to 1, which specifies how many of the item is consumed in order to place a tile inworld.
- Sun Feb 08, 2026 8:55 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::animations
- Replies: 2
- Views: 121
ItemPrototype::animations
This request is for animated items on belts.
- Thu Feb 05, 2026 5:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.64] Failure to suppress MacOS system accent menu
- Replies: 4
- Views: 930
Re: [2.0.64] Failure to suppress MacOS system accent menu
This did not recur so far. Could be an OS bug I've upgraded out of.
- Tue Feb 03, 2026 3:15 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] LuaControl::mine_entity flying text appears at odd position
- Replies: 1
- Views: 165
[2.0.73] LuaControl::mine_entity flying text appears at odd position
Corner case: If you call `player.mine_entity` on an entity at {x, y} on a different surface to the player, flying text is created on the player's surface.
This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
- Tue Jan 27, 2026 11:17 pm
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 631
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
Good point. Yes I think all relevant users had recently downloaded the first attempt at the hotfix. Of course the ideal is to test everything locally, but with ongoing live events more can happen.
- Tue Jan 27, 2026 7:16 pm
- Forum: Modding help
- Topic: [2.0.73] Hidden minable entities are impossible?
- Replies: 2
- Views: 251
Re: [2.0.73] Hidden minable entities are impossible?
Ah, for the upgrade planner. Thanks, that makes sense.
- Tue Jan 27, 2026 7:16 pm
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 9
- Views: 1964
- Tue Jan 27, 2026 6:15 pm
- Forum: Modding interface requests
- Topic: Burner asteroid collectors
- Replies: 1
- Views: 189
Burner asteroid collectors
This prototype can only use electric or void energy source types.
Adding burner if possible would be much appreciated!
Adding burner if possible would be much appreciated!
- Tue Jan 27, 2026 4:09 pm
- Forum: Modding help
- Topic: [2.0.73] Hidden minable entities are impossible?
- Replies: 2
- Views: 251
[2.0.73] Hidden minable entities are impossible?
Not sure whether this should go in Bug Reports or Modding Interface Requests. Either way, I'd like to hide the existing transport belts so I can add new ones for my mod. I'm hiding rather than deleting them for better compatibility, e.g. another mod may place them by script.
I understand this to be ...
I understand this to be ...
- Thu Jan 08, 2026 7:17 pm
- Forum: Modding interface requests
- Topic: Reacting to asteroid chunks being created
- Replies: 2
- Views: 350
Re: Reacting to asteroid chunks being created
I have implemented a workaround for the mod in question by deleting nearby chunks when the asteroid dies.
- Mon Jan 05, 2026 12:04 am
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 631
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
I wouldn’t expect an edge cache to be stale for all connecting users at once, unless users are getting poisoned.
The problem with “don’t do that” is when there’s a large server being hotfixed, repeated updates of the same mod are exactly the ones that are most valuable for the mod portal service to ...
The problem with “don’t do that” is when there’s a large server being hotfixed, repeated updates of the same mod are exactly the ones that are most valuable for the mod portal service to ...
- Thu Dec 25, 2025 9:43 pm
- Forum: Already exists
- Topic: Support mirroring in create_entity
- Replies: 3
- Views: 472
Support mirroring in create_entity
Small request, right now you have to write to `mirroring` after creating the entity.
- Tue Dec 23, 2025 1:00 am
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 631
[2.0.72] Server-join mod downloader caches(?) too aggressively
I've noticed this issue a small fraction of the time when applying server modpack updates, and finally got around to making a report.
It's possible for the Factorio client when joining a multiplayer server to not understand that the newest version of a recently updated mod on the mod portal is able ...
It's possible for the Factorio client when joining a multiplayer server to not understand that the newest version of a recently updated mod on the mod portal is able ...
- Mon Dec 22, 2025 9:02 pm
- Forum: Not a bug
- Topic: [2.0.72] Radius method of find_asteroid_chunks_filtered fails to find
- Replies: 1
- Views: 211
[2.0.72] Radius method of find_asteroid_chunks_filtered fails to find
Putting the player on a small moving space platform and running the following three commands will return values X, X and 0 respectively. The third command fails to count the number of chunks.
/c game.print(#game.player.surface.platform.find_asteroid_chunks_filtered{})
/c game.print(#game.player ...
/c game.print(#game.player.surface.platform.find_asteroid_chunks_filtered{})
/c game.print(#game.player ...
- Mon Dec 22, 2025 4:13 am
- Forum: Modding interface requests
- Topic: Reacting to asteroid chunks being created
- Replies: 2
- Views: 350
Reacting to asteroid chunks being created
It seems there is no way in the engine to react to asteroid chunks being created, as they are not entities. The purpose of this request is to be able to suppress the chunk drops of asteroids at runtime, that way I can spawn special asteroids that follow the same gun targeting rules but don't drop ...
- Tue Dec 09, 2025 2:03 pm
- Forum: Modding interface requests
- Topic: [2.0.72] ItemPrototype:additional_fuel_categories
- Replies: 0
- Views: 298
[2.0.72] ItemPrototype:additional_fuel_categories
This API would mirror RecipePrototype:additional_categories (or any replacement for this API in 2.1).
The heating entity in the Cerys mod consumes only solid fuel. For this to work, solid fuel is changed to a new fuel_category "chemical-or-radiative", and that FuelCategoryID is then added to the ...
The heating entity in the Cerys mod consumes only solid fuel. For this to work, solid fuel is changed to a new fuel_category "chemical-or-radiative", and that FuelCategoryID is then added to the ...
- Thu Dec 04, 2025 2:53 am
- Forum: Modding interface requests
- Topic: Localization for error()
- Replies: 10
- Views: 2923
Re: Localization for error()
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 default, only when Lignumis is installed. (When I say Lignumis, I actually mean any of a small list of mods that require wood to be available on every ...
- Wed Dec 03, 2025 11:08 pm
- Forum: Modding interface requests
- Topic: Localization for error()
- Replies: 10
- Views: 2923
Re: Localization for error()
Bump. Cerys uses a startup crash if the player is playing with https://mods.factorio.com/mod/lignumis but without https://mods.factorio.com/mod/cerys-lunaponics.
This wants to be a startup crash rather than a runtime crash to save people's time, but since these can't be localized, non-English users ...
This wants to be a startup crash rather than a runtime crash to save people's time, but since these can't be localized, non-English users ...