Search found 85 matches

by snouz
Fri Jul 03, 2026 12:03 pm
Forum: Modding interface requests
Topic: Resistances on Energy-shield
Replies: 1
Views: 1058

Re: Resistances on Energy-shield

I would like to make the same request (7 years later)
by snouz
Thu Jul 02, 2026 1:26 pm
Forum: Implemented mod requests
Topic: Adding draw_as_glow to FluidPrototype
Replies: 4
Views: 888

Re: Adding draw_as_glow to FluidPrototype

Can be moved to implemented :any-quality:
by snouz
Wed Jul 01, 2026 8:36 pm
Forum: Modding interface requests
Topic: Lightning-attractor: don't display every lightning type
Replies: 0
Views: 111

Lightning-attractor: don't display every lightning type

Hi, I've noticed that there's no way to not display all lightning type in the lightning attractor description.
I can restrict the construction of lightning collectors to surfaces, change the resistance to another type etc. but every lightning collector will always display every type of lightning in ...
by snouz
Wed Jul 01, 2026 7:08 pm
Forum: Documentation Improvement Requests
Topic: How are items sorted when recipe::sort_item_ingredients is false
Replies: 3
Views: 230

Re: How are items sorted when recipe::sort_item_ingredients is false

robot256 wrote: Mon Jun 29, 2026 1:01 pm So they appear in the order they are listed in the prototype during data stage?
Confirmed in another thread yes
by snouz
Wed Jul 01, 2026 2:41 pm
Forum: Modding interface requests
Topic: A way to Prevent lightning from hitting the ground
Replies: 1
Views: 187

A way to Prevent lightning from hitting the ground

Hi, I would like to request a way to have lightning strike only when there's an entity there, so not on ground.

Right now, In lightning_properties::exemption_rules , I can add "impact-soundset" or "prototype" or "id" or "countAsRockForFilteredDeconstruction", but I would like to add to this list ...
by snouz
Mon Jun 29, 2026 3:55 pm
Forum: Implemented mod requests
Topic: Display recipe ingredients and results in the order they're declared in the prototype
Replies: 10
Views: 2256

Re: Display recipe ingredients and results in the order they're declared in the prototype



Hi, after checking that it's still not possible in 2.1, I am again asking for this feature since the feasibility of it might have changed since 2.0, and because I think the request is still relevant.

06-29-2026, 16-55-27.png
This addition doesn't seem to answer this, as this is only controlling ...
by snouz
Mon Jun 29, 2026 3:00 pm
Forum: Implemented mod requests
Topic: Display recipe ingredients and results in the order they're declared in the prototype
Replies: 10
Views: 2256

Re: Display recipe ingredients and results in the order they're declared in the prototype

Hi, after checking that it's still not possible in 2.1, I am again asking for this feature since the feasibility of it might have changed since 2.0, and because I think the request is still relevant.

06-29-2026, 16-55-27.png
This addition doesn't seem to answer this, as this is only controlling ...
by snouz
Sun Jun 28, 2026 8:43 pm
Forum: Ideas and Suggestions
Topic: Make fluid in machines glow based on recipe
Replies: 2
Views: 287

Re: Make fluid in machines glow based on recipe

I now realize this should be moved to Modding interface requests, sorry
by snouz
Sun Jun 28, 2026 8:40 pm
Forum: Modding interface requests
Topic: Adding spoil_time_multiplier to Container prototype
Replies: 2
Views: 237

Adding spoil_time_multiplier to Container prototype

Hi, I'm kindly proposing to add spoil_time_multiplier (positive double) to ContainerPrototype.

This way we can create "fridges" or "spoil speeders" for unique mechanics in mods.

Here's how it could be communicated
06-28-2026, 22-36-11.png
06-28-2026, 22-36-11.png (69.33 KiB) Viewed 237 times
06-28-2026, 22-40-16.png
06-28-2026, 22-40-16.png (235.9 KiB) Viewed 237 times
by snouz
Sun Jun 28, 2026 12:33 pm
Forum: Modding interface requests
Topic: Read-only access to files inside active mods
Replies: 11
Views: 2155

Re: Read-only access to files inside active mods

My own use case for this would be more limited:

I would like to be able to check if a file exists in my own mod.
What it allows: dynamically replace resources (sounds, texture) from vanilla based on if they're present in the mod with the same path.

My mod idea would be: iterate through every sound ...
by snouz
Sat Jun 27, 2026 11:20 am
Forum: Ideas and Suggestions
Topic: Make fluid in machines glow based on recipe
Replies: 2
Views: 287

Make fluid in machines glow based on recipe

Hi, my suggestion is based on the recent addition of "draw_as_glow" for fluids. I suggest being able to make a layer of the crafting machine glow too.

Implementation could be:

- recipe would receive crafting_machine_glow = {primary = true, secondary = false ...}
- Working Visualisation would ...
by snouz
Sat Jun 27, 2026 10:57 am
Forum: Ideas and Suggestions
Topic: Display mod collaborators on mod pages
Replies: 0
Views: 78

Display mod collaborators on mod pages

Hi, my suggestion is to display contributors to the mod page, because they're sometimes people who worked a lot on a mod too, they deserve credit, they sometimes become the main developer, and they can become the main point of contact for mod maintenance or external contributions.

I also suggest ...
by snouz
Sat Jun 27, 2026 10:39 am
Forum: Ideas and Suggestions
Topic: Adding emojis support for mod names
Replies: 0
Views: 82

Adding emojis support for mod names

Hi, the mod portal allows titles with emojis, yet they won't work ingame.
Note that the unicode symbols that modders will opt to use instead will show up in the installed mod list, but not in the update available list :? :? :? :? :? :? :? :? :? :? :? :?


06-27-2026, 12-31-12.png
06-27-2026, 12 ...
by snouz
Sun Jun 14, 2026 5:16 pm
Forum: Minor issues
Topic: [2.0.77] Modded elevated rails: upgrade planner doesn't work on some arbitrary rail tracks
Replies: 1
Views: 346

[2.0.77] Modded elevated rails: upgrade planner doesn't work on some arbitrary rail tracks

Hi, I came back to modding today and noticed a new bug from a report on my mod https://mods.factorio.com/mod/minimalist-rails .

My mod adds rails, ramps and elevated rails. The upgrade planner recognizes every section from the normal rail to be replaced by modded rails.
I have the robots, the ...
by snouz
Tue Oct 14, 2025 9:23 pm
Forum: Implemented mod requests
Topic: A sibling API to play_sound: play_music
Replies: 35
Views: 7414

Re: A sibling API to play_sound: play_music

music_already_playing_mode = "interrupt" or "wait" or "play-on-top" or "interrupt-suddenly"
by snouz
Sun Oct 12, 2025 6:21 pm
Forum: Won't implement
Topic: Allowing more than 4 recipe tints (ideally 10)
Replies: 1
Views: 841

Allowing more than 4 recipe tints (ideally 10)

Hi, I know this request is a stretch, but hear me out.

The recipe tint system allows me to have fully distinct animations on machines, by using this trick: having 4 distinct working_visualisations on assembling machines, then making them all transparent but one with tint alpha 0. Example:

10-12 ...
by snouz
Sat Oct 04, 2025 8:55 pm
Forum: Modding interface requests
Topic: Adding draw_as_glow to RecipePrototype
Replies: 0
Views: 330

Adding draw_as_glow to RecipePrototype

In the same spirit as this request: https://forums.factorio.com/viewtopic.php?t=131071, I believe it would be cool to be able to make liquid glow in machines. Currently, there's:

crafting_machine_tint =
{
primary = {82, 199, 238},
secondary = {82, 199, 238},
tertiary = {82, 199, 238 ...
by snouz
Sat Oct 04, 2025 7:44 pm
Forum: Resolved Requests
Topic: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
Replies: 3
Views: 1225

[2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing

Hi, I noticed while making a menu simulation that this setting seemingly doesn't work as intended

https://lua-api.factorio.com/latest/types/SimulationDefinition.html#game_view_settings

The save in question has been saved in normal mode, the way to bypass this is to save in editor mode, which makes ...
by snouz
Sat Oct 04, 2025 7:10 pm
Forum: Modding interface requests
Topic: Menu simulation prototype: adding a priority setting
Replies: 0
Views: 346

Menu simulation prototype: adding a priority setting

Hi, I would like to suggest adding a way to influence the chance that a simulation will appear early on.

Why?
- When modders add simulations, they usually want to make sure their work is shown and not drown in Space Age and 2.0 menu simulations that (while great) most people have already seen 1000 ...

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