Search found 61 matches
- Wed Sep 03, 2025 1:05 pm
- Forum: Modding interface requests
- Topic: Display recipe ingredients and results in the order they're declared in the prototype
- Replies: 4
- Views: 250
Re: Display recipe ingredients and results in the order they're declared in the prototype
Recipe's item ingredients are sorted since 0.16.31 due to https://forums.factorio.com/58757. Ordering is based on ItemGroup's order_in_recipe and if those are equal it uses item order. The only change that could be done is to have a RecipePrototype explicitly opt out of the ingredients sorting ...
- Wed Sep 03, 2025 12:08 pm
- Forum: Modding interface requests
- Topic: Display recipe ingredients and results in the order they're declared in the prototype
- Replies: 4
- Views: 250
Display recipe ingredients and results in the order they're declared in the prototype
Hi, even when playing with item order and subgroup, I couldn't get a consistent ordering of items/fluids in recipe tooltips.
The most logical ordering for me would be to prioritize items that are declared the most (for example, if the recipe needs 12 steel and 1 plastic, it'd make sense for the ...
The most logical ordering for me would be to prioritize items that are declared the most (for example, if the recipe needs 12 steel and 1 plastic, it'd make sense for the ...
- Mon Aug 25, 2025 1:25 pm
- Forum: Modding interface requests
- Topic: Transport-belt: add "transports_character"
- Replies: 1
- Views: 177
Transport-belt: add "transports_character"
Hi,
I would like to suggest adding "transports_character" to https://lua-api.factorio.com/latest/pro ... otype.html, true by default, but act as if players have the boots if false.
I would like to suggest adding "transports_character" to https://lua-api.factorio.com/latest/pro ... otype.html, true by default, but act as if players have the boots if false.
- Fri Aug 15, 2025 11:36 am
- Forum: Modding interface requests
- Topic: Add surface_conditions on items - desintegrate if not met on surface change
- Replies: 3
- Views: 400
Add surface_conditions on items - desintegrate if not met on surface change
Hi,
Feature
My suggestion is to add surface_conditions on items, structured the same as recipes or entities, but the effect would be that the item gets destroyed when changing surface.
Another possibility, maybe more optimized, would be to add "forbidden_items" in the planet properties. That way ...
Feature
My suggestion is to add surface_conditions on items, structured the same as recipes or entities, but the effect would be that the item gets destroyed when changing surface.
Another possibility, maybe more optimized, would be to add "forbidden_items" in the planet properties. That way ...
- Tue Aug 12, 2025 12:46 pm
- Forum: Modding interface requests
- Topic: Allow spoil_result to spoil into multiple weighted items
- Replies: 15
- Views: 1639
Re: Allow spoil_result to spoil into multiple weighted items
Something to consider: if the result is like recipe results, that means you could have several items out of 1 spoiling item? That would mean you could hit a container max and items would need to be able to spill, but I guess that's already taken into account since it can already theoretically spoil ...
- Mon Aug 11, 2025 9:53 pm
- Forum: Modding interface requests
- Topic: Allow spoil_result to spoil into multiple weighted items
- Replies: 15
- Views: 1639
Re: Allow spoil_result to spoil into multiple weighted items
A simple suggestion, which I think is clean and clearRseding91 wrote: Mon Aug 11, 2025 3:30 pm Code wise this would be fairly simple to do. Tooltip wise I have zero idea how it would be shown.
- Sun Aug 03, 2025 12:30 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.62] generator: fluid_box.pipe_picture not recognized
- Replies: 1
- Views: 624
[boskid][2.0.62] generator: fluid_box.pipe_picture not recognized
Hello, I noticed that fluid_box.pipe_picture isn't rendered on generator prototypes.
I tried using assembling-machine-3's code: doesn't render (only the pipe covers)
I tried putting my own pictures as cover: it renders correctly
I tried making my pics transparent to be sure it's not rendered ...
I tried using assembling-machine-3's code: doesn't render (only the pipe covers)
I tried putting my own pictures as cover: it renders correctly
I tried making my pics transparent to be sure it's not rendered ...
- Mon Jul 21, 2025 8:24 pm
- Forum: Modding interface requests
- Topic: Allow spoil_result to spoil into multiple weighted items
- Replies: 15
- Views: 1639
Re: Allow spoil_result to spoil into multiple weighted items
+ 1, adding a way to spoil into a random result (based on a probability value) would allow for new gameplay possibilities.
- Mon Jul 14, 2025 6:07 pm
- Forum: Resolved Requests
- Topic: [2.0.7] axially_symmetrical removed but still in the API docs
- Replies: 1
- Views: 169
[2.0.7] axially_symmetrical removed but still in the API docs
In the 2.0 changelog:
- Removed "axially_symmetrical" property from RotatedSprite and RotatedAnimation definitions.
Yet this property is still present in 2.0.60's API doc.
https://lua-api.factorio.com/latest/types/RotatedAnimation.html#axially_symmetrical
https://lua-api.factorio.com/latest/types ...
- Removed "axially_symmetrical" property from RotatedSprite and RotatedAnimation definitions.
Yet this property is still present in 2.0.60's API doc.
https://lua-api.factorio.com/latest/types/RotatedAnimation.html#axially_symmetrical
https://lua-api.factorio.com/latest/types ...
- Mon Jun 30, 2025 1:49 pm
- Forum: Not a bug
- Topic: [Donion][2.0.58] Bots each repeat one sound in a loop
- Replies: 6
- Views: 696
Re: [Donion][2.0.58] Bots each repeat one sound in a loop
Ok, I was sure of my tests, but I can't reproduce the problem as described. The loop indeed comes from the charging, which seems to ignore the probability setting (maybe that's intentional?). Disabling charging sound in today's tests makes the working sounds behave as intended.
Sorry for the wrong ...
Sorry for the wrong ...
- Mon Jun 30, 2025 12:34 pm
- Forum: Not a bug
- Topic: [Donion][2.0.58] Bots each repeat one sound in a loop
- Replies: 6
- Views: 696
Re: [Donion][2.0.58] Bots each repeat one sound in a loop
Hi, thanks for looking at it. The problem also happens when I disable charging sounds completely. Hold on, I can make a version that shows the problem while only having the working sound.
- Sat Jun 28, 2025 11:29 am
- Forum: Not a bug
- Topic: [Donion][2.0.58] Bots each repeat one sound in a loop
- Replies: 6
- Views: 696
[Donion][2.0.58] Bots each repeat one sound in a loop
Hi, in my mod, I'm replacing the sounds of bots with random speech sounds.
https://mods.factorio.com/mod/Age_of_Empires_II_soundpack
Attached: 4 short videos showing the problem
I did several test to isolate the problem.
For example, I made data.raw["logistic-robot"]["logistic-robot"].charging ...
https://mods.factorio.com/mod/Age_of_Empires_II_soundpack
Attached: 4 short videos showing the problem
I did several test to isolate the problem.
For example, I made data.raw["logistic-robot"]["logistic-robot"].charging ...
- Thu Jun 19, 2025 3:14 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 40
- Views: 3831
Re: QualityPrototype extended
Suggestion: add the ability for a quality to tint items / entity (combined with "draw sprite by default = false", it would give an alternative way to represent quality)
- Thu May 29, 2025 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Mod licenses could be improved
- Replies: 7
- Views: 1040
Re: Mod licenses could be improved
I think that Custom Licenses or "you can't do that!" are very Silly in this context
I know what you mean, but I think the license is meant as a way for modders to express their wish toward how their mods can be used by other modders, and not really like a legal text for a judge.
In that way ...
- Thu May 29, 2025 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Mod licenses could be improved
- Replies: 7
- Views: 1040
Mod licenses could be improved
On a discord server, we came to have a big discussion about licenses with several modders.
There are some points that transpired that I think should be heard:
- Several people have expressed how lost they were with licenses, and they end up with one that don't represent how they wish their work be ...
There are some points that transpired that I think should be heard:
- Several people have expressed how lost they were with licenses, and they end up with one that don't represent how they wish their work be ...
- Wed May 21, 2025 8:37 am
- Forum: Modding interface requests
- Topic: More control for spidertron bobbing and height
- Replies: 1
- Views: 385
More control for spidertron bobbing and height
Hi, I would like to suggest being able to control several things about the spider-vehicle prototype
https://lua-api.factorio.com/latest/prototypes/SpiderVehiclePrototype.html
Right now, we have access to: height, torso_rotation_speed and torso_bob_speed.
Request:
I would love to be able to ...
https://lua-api.factorio.com/latest/prototypes/SpiderVehiclePrototype.html
Right now, we have access to: height, torso_rotation_speed and torso_bob_speed.
Request:
I would love to be able to ...
- Mon May 12, 2025 12:24 pm
- Forum: Modding interface requests
- Topic: Roboport "accepted_bots" or categories
- Replies: 1
- Views: 225
- Sat May 10, 2025 12:08 pm
- Forum: Modding interface requests
- Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
- Replies: 7
- Views: 1509
Re: Add PlanetPrototype.LightningProperties.start_time and end_time
Currently amount of lightnings generated is based on the surface's darkness - its not quite the same as LuaSurface::darkness because the darkness used for lightnings is not capped by a value set by LuaSurface::min_brightness. Primary issue is that right now the darkness is 0 at day and 1 at night ...
- Fri May 09, 2025 1:42 pm
- Forum: Modding interface requests
- Topic: API Request: option to turn off lightning warnings on a surface
- Replies: 2
- Views: 517
Re: API Request: option to turn off lightning warnings on a surface
+1
Instead of just on/off, I suggest being able to set the warning icon based on lightning type. That way, you can make it transparent, or another type of icon.
Lightning has a great potential to become a ton of things for modded planets. e.g. on a Dune project, we might plan to use that system ...
Instead of just on/off, I suggest being able to set the warning icon based on lightning type. That way, you can make it transparent, or another type of icon.
Lightning has a great potential to become a ton of things for modded planets. e.g. on a Dune project, we might plan to use that system ...
- Wed Apr 16, 2025 1:53 pm
- Forum: Modding interface requests
- Topic: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
- Replies: 4
- Views: 523
Re: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
+1, it doesn't really make sense to have color LUTs defined per hub instead of per location
It's apparently per hub PROTO, meaning unless you add a new hub type, you can color space ONCE, and it will always stay at hour 0, so even if you define a cycle, it will keep the same color. Just tested ...