Search found 22 matches
- Wed May 14, 2025 1:51 pm
- Forum: Modding interface requests
- Topic: Allow setting if a SpiderLegPrototype rotates with its connected body or not
- Replies: 2
- Views: 325
Re: Allow setting if a SpiderLegPrototype rotates with its connected body or not
Mecha dogs from mods? +1
- Sun May 11, 2025 1:37 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
- Replies: 6
- Views: 2573
Re: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
FYI, at the end of the fix video, Kovarex, you test the left column of case 5, but that works before in row 2 and 3 to begin with. The middle and right columns are where rows 2 and 3 show broken behavior.
- Tue May 06, 2025 3:47 pm
- Forum: Modding interface requests
- Topic: Segmented Unit entity relationship
- Replies: 5
- Views: 376
Re: Segmented Unit entity relationship
I'm hoping that also comes with ability to read/modify their territory?StrangePan wrote: Sun May 04, 2025 3:37 pm A proper API for segmented units is in development, and a simple technique for correlating segments and segmented units together is included.
- Thu May 01, 2025 4:32 pm
- Forum: Implemented mod requests
- Topic: LuaSurface.pollute(...) without influence on evolution
- Replies: 5
- Views: 519
Re: LuaSurface.pollute(...) without influence on evolution
Not against your specific request, but I think you should be able to do this already, maybe to help unblock your project :)
local evo = force.get_evolution_factor_by_pollution(surface)
for ... in pairs( list_chunks ) do
local pol_count = surface.get_pollution( pos_A )
surface.set_pollute( pos_A ...
local evo = force.get_evolution_factor_by_pollution(surface)
for ... in pairs( list_chunks ) do
local pol_count = surface.get_pollution( pos_A )
surface.set_pollute( pos_A ...
- Tue Apr 22, 2025 5:52 pm
- Forum: Ideas and Suggestions
- Topic: Idea - Stack Leveler
- Replies: 1
- Views: 229
Re: Idea - Stack Leveler
eventually you'll end up with a mix of stack sizes as the stacks are reduced when machines take items off from them.
FWIW, If you are running a stacked belt with stack inserters, entire stacks are picked up at a time, so you aren't forced into this partially unstacked universe. The only way you ...
FWIW, If you are running a stacked belt with stack inserters, entire stacks are picked up at a time, so you aren't forced into this partially unstacked universe. The only way you ...
- Mon Apr 21, 2025 2:58 pm
- Forum: Resolved Requests
- Topic: Make the API Version selection in the API Docs visually clickable.
- Replies: 3
- Views: 192
Re: Make the API Version selection in the API Docs visually clickable.
That color without an underline is clickable all over the page though.
- Mon Apr 21, 2025 2:56 pm
- Forum: Modding interface requests
- Topic: Add modding API to read/modify/create territory for segmented units
- Replies: 0
- Views: 95
Add modding API to read/modify/create territory for segmented units
TL;DR
Add modding API to read/modify/create territory for segmented units
What?
It would be nice to be able to make mods that could make more aggressive segmented units, either for 'Vulcanus deathworld' mods, or for overhaul mods that want to use segmented units (alone or as part of other ...
Add modding API to read/modify/create territory for segmented units
What?
It would be nice to be able to make mods that could make more aggressive segmented units, either for 'Vulcanus deathworld' mods, or for overhaul mods that want to use segmented units (alone or as part of other ...
- Fri Dec 20, 2024 5:54 pm
- Forum: Resolved Requests
- Topic: [2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command
- Replies: 1
- Views: 297
[2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command
https://lua-api.factorio.com/latest/classes/LuaSurface.html#request_path says
If you want to command actual units (such as biters or spitters) to move, use LuaEntity::set_command instead.
and links to https://lua-api.factorio.com/latest/classes/LuaEntity.html#set_command. That anchor is not ...
If you want to command actual units (such as biters or spitters) to move, use LuaEntity::set_command instead.
and links to https://lua-api.factorio.com/latest/classes/LuaEntity.html#set_command. That anchor is not ...
- Wed Dec 11, 2024 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 9470
Re: Gleba science pack research micronmanagement solution
Since the research queue probably isn't really implemented to let each lab research something different, another option might be setting recipe to the lab via circuit. I'd be happy to automate the version which researches an agricultural science when I have it, and otherwise selects whatever other ...
- Wed Dec 11, 2024 4:42 pm
- Forum: Gameplay Help
- Topic: is belt creep a new thing?
- Replies: 3
- Views: 463
Re: is belt creep a new thing?
Is the whole thing a loop? Belts can slow down/ stop if they're full in a loop. The sides are independent in this way.
- Wed Dec 11, 2024 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Split rare quality into its own research
- Replies: 1
- Views: 377
Split rare quality into its own research
People keep posting on reddit asking why their factories aren't making epic/lengendary items (e.g., https://old.reddit.com/r/factorio/comments/1hbwvig/why_is_this_not_producing_any_epic_items_it/).
I think this issue can be fixed with a very minor tweak: Take the quality module research, and split ...
I think this issue can be fixed with a very minor tweak: Take the quality module research, and split ...
- Thu Dec 05, 2024 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.15] Stack inserters do not respond to stack size change
- Replies: 8
- Views: 1750
Re: [boskid][2.0.15] Stack inserters do not respond to stack size change
Should this get included separately in the patch notes? I've been checking them for this fix, and almost missed it.
- Sun Nov 17, 2024 2:25 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.15] Stack inserters do not respond to stack size change
- Replies: 8
- Views: 1750
Re: [2.0.15] Stack inserters do not respond to stack size change
This is still present in 2.0.18. Disabling the stack inserter, changing the stack size, and then re-enabling the inserter will cause it to re-evaluate if it's currently holding a full hand. It's also possible to convince it to re-evaluate by changing the filters.
- Wed Nov 13, 2024 4:48 am
- Forum: Balancing
- Topic: Asteroid grabber's extra (invisible) inventory slot
- Replies: 2
- Views: 708
Re: Asteroid grabber's extra (invisible) inventory slot
A selector combinator will fix this, but also agreed that that doesn't feel like it should be required.
- Tue Oct 22, 2024 7:10 pm
- Forum: Not a bug
- Topic: [2.0.7] Confirm button for constants not confirming
- Replies: 6
- Views: 950
Re: [2.0.7] Confirm button for constants not confirming
I do not believe this is working as intended. Please see the attached screenshot:
Screenshot from 2024-10-22 15-02-21.png
As you can see, the UI still hints the user to confirm with E (by default).
This isn't a major bug, but thoughtfulness about whether removing the old functionality was ...
Screenshot from 2024-10-22 15-02-21.png
As you can see, the UI still hints the user to confirm with E (by default).
This isn't a major bug, but thoughtfulness about whether removing the old functionality was ...
- Mon Oct 21, 2024 9:47 pm
- Forum: Not a bug
- Topic: [2.0.7] Confirm button for constants not confirming
- Replies: 6
- Views: 950
Re: [2.0.7] Confirm button for constants not confirming
Yeah, seems like an oversight, because the UI still hints me to press E to confirm
- Mon Oct 21, 2024 6:04 pm
- Forum: Not a bug
- Topic: [2.0.7] Confirm button for constants not confirming
- Replies: 6
- Views: 950
[2.0.7] Confirm button for constants not confirming
1. Wire up something so you can enter a constant.
2. Enter some constant value, like 4.
3. Hover over the confirm button to check that (E) keybind is set for confirming.
4. Hit E.
5. Text field contains "4e" instead of being confirmed.
2. Enter some constant value, like 4.
3. Hover over the confirm button to check that (E) keybind is set for confirming.
4. Hit E.
5. Text field contains "4e" instead of being confirmed.
- Fri Apr 26, 2024 2:31 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 31
- Views: 15714
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
I feel like I've seen a Factorio freeze when leaving the menu open (paused) for a long time. Seems maybe unrelated, but I'll try to replicate again. Only issue is the last time this happened I didn't see anything in the logs.
- Tue Jun 13, 2023 1:55 pm
- Forum: General discussion
- Topic: Do biters communicate? What do they call themselves?
- Replies: 3
- Views: 2358
Re: Do biters communicate? What do they call themselves?
So they actually send expansion parties from one nest to an empty area. If you catch them trying to make a nest, you can kill the expansion party before it settles

- Thu Sep 17, 2020 4:15 pm
- Forum: Balancing
- Topic: Remove Train Stop research, add Train Stop to first "Railway" research
- Replies: 12
- Views: 5855
Re: Remove Train Stop research, add Train Stop to first "Railway" research
I'm currently playing a 100x research cost play through. I'm really happy that these are separate smaller techs in this case because I'll be running a manual train network for a while while the automated rails tech researches. For basic vanilla, I think it's nice to be able to build a train while ...