Search found 28 matches
- Fri Aug 29, 2025 8:04 pm
- Forum: Modding interface requests
- Topic: ItemProductPrototype fields: durability and transfer_durability
- Replies: 0
- Views: 92
ItemProductPrototype fields: durability and transfer_durability
It would be helpful if Item products could have a particular durability assigned to them when the item is a tool prototype. This will make it easier to prevent infinite science loops when using science packs as a recipe ingredient or recipe product. Additionally, the ability to transfer durability ...
- Tue Aug 26, 2025 11:28 pm
- Forum: Modding interface requests
- Topic: Allow modders to create Factoriopedia recipe groups(Like currently-hardcoded fill/empty barrel recipe groups)
- Replies: 3
- Views: 238
Allow modders to create Factoriopedia recipe groups(Like currently-hardcoded fill/empty barrel recipe groups)
In the "barrel" item's Factoriopedia description, there are lists of barreling and unbarreling recipes separate from the "made in" and "alternative recipes" sections generated by default. As far as I can tell, these sections are hardcoded in the engine, and cannot be created by modders for other ...
- Wed Aug 20, 2025 1:14 am
- Forum: Not a bug
- Topic: [2.0.64] 'assembling-machine' prototype fluidboxes ignore 'filter' field
- Replies: 1
- Views: 279
[2.0.64] 'assembling-machine' prototype fluidboxes ignore 'filter' field
While working on Muluna, Moon of Nauvis, I attempted to add data(a distinct class of fluid only transportable via data cable pipes) ports to the vanilla Assembling machine 3. This process has brought me many frustrations, mainly existing crafting recipes placing fluid input/outputs where they ...
- Mon Jun 23, 2025 7:35 pm
- Forum: Not a bug
- Topic: [2.0.58] mod-data prototypes are immutable after initial definition
- Replies: 2
- Views: 258
Re: [2.0.58] mod-data prototypes are immutable after initial definition
Here's the log file.
- Mon Jun 23, 2025 7:32 pm
- Forum: Not a bug
- Topic: [2.0.58] mod-data prototypes are immutable after initial definition
- Replies: 2
- Views: 258
[2.0.58] mod-data prototypes are immutable after initial definition
I've written a new branch of "Muluna, Moon of Nauvis" to test the new mod-data prototype, but I've found that unlike other prototypes, mod-data objects are immutable after their initial definition, which limits their usefulness and breaks from conventions of other prototypes.
https://github.com ...
https://github.com ...
- Fri Jun 13, 2025 7:34 am
- Forum: Bug Reports
- Topic: [2.0.55] Inconsistent handling of technology icons containing improperly scaled icons.
- Replies: 0
- Views: 331
[2.0.55] Inconsistent handling of technology icons containing improperly scaled icons.
Screenshot from 2025-06-13 00-20-43.png
Screenshot from 2025-06-13 00-20-33.png
In most cases, Factorio is able to scale multilayer icons correctly when icons are larger than expected, keeping the icon within the game's expected bounds. The one exception is in the research progress indicator ...
Screenshot from 2025-06-13 00-20-33.png
In most cases, Factorio is able to scale multilayer icons correctly when icons are larger than expected, keeping the icon within the game's expected bounds. The one exception is in the research progress indicator ...
- Wed May 07, 2025 7:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.47] Wire shadows are unaffected by surface shadow opacity.
- Replies: 1
- Views: 1204
[Genhis][2.0.47] Wire shadows are unaffected by surface shadow opacity.
05-07-2025, 12-18-07.png
At the moment, wire shadows have their opacity hardcoded to 0.5, when their opacity should follow the surface's shadow opacity variable. This, in addition to the prevalence of single-layer sprites with baked-in shadows, makes it difficult to change shadow opacity on ...
At the moment, wire shadows have their opacity hardcoded to 0.5, when their opacity should follow the surface's shadow opacity variable. This, in addition to the prevalence of single-layer sprites with baked-in shadows, makes it difficult to change shadow opacity on ...
- Mon Jan 27, 2025 3:54 am
- Forum: Pending
- Topic: [2.0.32] Crash clicking Multiplayer -> Browse public games
- Replies: 2
- Views: 430
Re: [2.0.32] SIGSEGV crash when clicking Multiplayer -> Browse public games
It's not completely clear why, but emptying my mods folder solved the problem. I spent some time before this problem appeared downloading a large number of random mods for the sake of doing automated testing, and at least one of those mods makes it impossible to browse multiplayer servers.
- Mon Jan 27, 2025 3:27 am
- Forum: Pending
- Topic: [2.0.32] Crash clicking Multiplayer -> Browse public games
- Replies: 2
- Views: 430
[2.0.32] Crash clicking Multiplayer -> Browse public games
This crash occurs when attempting to browse public multiplayer games in the server browser. After receiving a response from the server, the game will crash with an unexpected error. This crash does not occur if I disconnect my computer from the internet and do the same thing. Instead, the game will ...
- Fri Jan 17, 2025 6:50 pm
- Forum: Modding help
- Topic: Am I using regenerate_entity wrong? It appears broken in 2.0.
- Replies: 0
- Views: 251
Am I using regenerate_entity wrong? It appears broken in 2.0.
Following instructions for the regenerate_entity function https://lua-api.factorio.com/latest/classes/LuaSurface.html#regenerate_entity , while it is able to generate resources that already existed, it can not be used to write a migration script that adds a new resource to an existing world.
To ...
To ...
- Sun Dec 29, 2024 1:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] Crash trying to download mod "MT-lib" (ModDependencyResolver::willDependencyBeSatisfied)
- Replies: 1
- Views: 1331
[Rseding91] [2.0.28] Crash trying to download mod "MT-lib" (ModDependencyResolver::willDependencyBeSatisfied)
To reproduce:
1. Disable all mods.
2. Go to "Mods/Explore."
3. Type "MT-lib" into search bar.
4. Download "Midnighttigger's Library."
5. The game will throw an unexpected error.
1. Disable all mods.
2. Go to "Mods/Explore."
3. Type "MT-lib" into search bar.
4. Download "Midnighttigger's Library."
5. The game will throw an unexpected error.
- Thu Dec 26, 2024 4:31 am
- Forum: Duplicates
- Topic: [2.0.28] "send-item-to-orbit" research trigger nonfunctional
- Replies: 1
- Views: 332
[2.0.28] "send-item-to-orbit" research trigger nonfunctional
12-25-2024, 20-17-42.png
When one attempts to research a technology with the "send-item-to-orbit" research trigger, sending the specified item into orbit will not research the technology, as the game's tooltip indicates.
This problem appears in the mod "Muluna, Moon of Nauvis," where the ...
When one attempts to research a technology with the "send-item-to-orbit" research trigger, sending the specified item into orbit will not research the technology, as the game's tooltip indicates.
This problem appears in the mod "Muluna, Moon of Nauvis," where the ...
- Wed Dec 11, 2024 8:43 pm
- Forum: Modding interface requests
- Topic: Implement a Paradox-style defines.lua system for editing engine variables
- Replies: 2
- Views: 564
Implement a Paradox-style defines.lua system for editing engine variables
In Paradox games like Europa Universalis IV, the game has all in-engine variables stored in a file called defines.lua. In this file are all variables that are central to how the game operates, including variables that determine the aggressiveness of AI, the way that being ahead of time in technology ...
- Wed Dec 11, 2024 7:30 pm
- Forum: Modding interface requests
- Topic: Allow turrets to set target priorities based on enemy quality
- Replies: 0
- Views: 209
Allow turrets to set target priorities based on enemy quality
Certain mods such as Entrenched Enemies add high-quality variants of existing enemies with more HP and a longer spitting range. In cases when mods like this are installed, it would be helpful to be able to add a flag to a mod that enables an interface to select target priority of turrets based on ...
- Sun Dec 08, 2024 12:03 am
- Forum: Resolved Requests
- Topic: [2.0.23] RecipePrototype feature "auto_recycle" is undocumented in API Docs
- Replies: 2
- Views: 853
[2.0.23] RecipePrototype feature "auto_recycle" is undocumented in API Docs
This is a bug within Factorio's documentation, not with Factorio itself.
The current version of Factorio's documentation does not document the "auto_recycle" recipe-prototype feature, which appears to control if a recipe is reversible via recyclers. Without documentation for this feature, modders ...
The current version of Factorio's documentation does not document the "auto_recycle" recipe-prototype feature, which appears to control if a recipe is reversible via recyclers. Without documentation for this feature, modders ...
- Fri Nov 29, 2024 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Make quality filters a variable that can be parametrised
- Replies: 0
- Views: 191
Make quality filters a variable that can be parametrised
At the moment, it's not possible to parametrise entities that filter only by quality. Adding the ability to parametrise quality filters would save a lot of time when making quality filters.
- Wed Nov 27, 2024 6:50 am
- Forum: Technical Help
- Topic: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
- Replies: 4
- Views: 865
Re: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
I've made some changes to the "Application directory" wiki page to say that blueprints are now backed up by Steam Cloud, while adding instructions on how to transfer blueprint collections between installs. Hopefully that will stop other people from struggling with this issue, as I have.
- Wed Nov 27, 2024 6:36 am
- Forum: Technical Help
- Topic: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
- Replies: 4
- Views: 865
Re: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
I was not aware that blueprints were backed up in a folder within Steam when Cloud Save is enabled. It doesn't look like that's documented on the Factorio Wiki, at least not when it comes to blueprint backups. Every post I could find on the topic said that Cloud Save does not save blueprints, but ...
- Wed Nov 27, 2024 4:11 am
- Forum: Technical Help
- Topic: [2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
- Replies: 4
- Views: 865
[2.0.22] blueprint-storage-2.dat impossible to delete or replace on Steam version of Factorio
I usually play the DRM-free version of Factorio, but last night, I installed the game on Steam so I could play with some friends via Steam. To make this fresh install identical to my other install, I decided to copy config.ini and all three blueprint-storage files (blueprint-storage.dat, blueprint ...
- Mon Nov 04, 2024 10:37 pm
- Forum: Modding help
- Topic: [2.0] Localised name interfering with recycling recipe localisation
- Replies: 3
- Views: 554
[2.0] Localised name interfering with recycling recipe localisation
if settings.startup["experimental-features"].value==true then
for i,entity in ipairs(Aircraft_List) do
local new_plane = table.deepcopy(data.raw["car"][entity])
local old_name=new_plane.name
new_plane.name = new_plane.name .. "-carbon-fiber"
new_plane.weight=new_plane.weight/2
--new_plane ...
for i,entity in ipairs(Aircraft_List) do
local new_plane = table.deepcopy(data.raw["car"][entity])
local old_name=new_plane.name
new_plane.name = new_plane.name .. "-carbon-fiber"
new_plane.weight=new_plane.weight/2
--new_plane ...