Search found 95 matches
- Mon Sep 07, 2026 3:13 pm
- Forum: Resolved for the next release
- Topic: [Lou][2.1.16] Modding: agricultural-tower plant tile requirement met, but visualization still orange
- Replies: 2
- Views: 444
- Tue Sep 01, 2026 1:21 pm
- Forum: Modding interface requests
- Topic: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
- Replies: 6
- Views: 1348
Re: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
Hi, I don't know when in 2.1 you added this, but thank you
You bet I'll use this right away
You can move this to "Implemented mod requests"
You can move this to "Implemented mod requests"
- Sat Aug 29, 2026 12:11 pm
- Forum: Minor issues
- Topic: [2.0.77] Modded elevated rails: upgrade planner doesn't work on some arbitrary rail tracks
- Replies: 2
- Views: 562
Re: [2.0.77] Modded elevated rails: upgrade planner doesn't work on some arbitrary rail tracks
Hi @Rseding91,
I'm currently trying to fix this issue in my mod, manually in runtime, and I noticed something.
The rails that don't get upgraded: they then DON'T fire "defines.events.on_marked_for_upgrade".
08-29-2026, 14-09-58.png
script.on_event(defines.events.on_marked_for_upgrade ...
I'm currently trying to fix this issue in my mod, manually in runtime, and I noticed something.
The rails that don't get upgraded: they then DON'T fire "defines.events.on_marked_for_upgrade".
08-29-2026, 14-09-58.png
script.on_event(defines.events.on_marked_for_upgrade ...
- Tue Aug 25, 2026 10:07 am
- Forum: Resolved for the next release
- Topic: [Lou][2.1.16] Modding: agricultural-tower plant tile requirement met, but visualization still orange
- Replies: 2
- Views: 444
[Lou][2.1.16] Modding: agricultural-tower plant tile requirement met, but visualization still orange
Hi,
Related thread https://forums.factorio.com/viewtopic.php?p=665223
My planting grid has squares of 2x2 instead of 3x3. Everything works correctly except for one thing.
My 2x2 squares need extra growable tiles on their bottom and right corner to be displayed as correct, even though plants ...
Related thread https://forums.factorio.com/viewtopic.php?p=665223
My planting grid has squares of 2x2 instead of 3x3. Everything works correctly except for one thing.
My 2x2 squares need extra growable tiles on their bottom and right corner to be displayed as correct, even though plants ...
- Mon Aug 24, 2026 7:25 pm
- Forum: Modding interface requests
- Topic: Allow hiding seed on agricultural tower's grappler
- Replies: 0
- Views: 141
Allow hiding seed on agricultural tower's grappler
Hi,
Very simple request, I would like to be able to hide the seed on the agricultural tower's grappler, or even better, a scale for it.
Thank you
Very simple request, I would like to be able to hide the seed on the agricultural tower's grappler, or even better, a scale for it.
Thank you
- Sat Aug 08, 2026 8:41 pm
- Forum: Modding interface requests
- Topic: Give pipes SpriteVariations
- Replies: 2
- Views: 243
Give pipes SpriteVariations
Hi, I was hoping to give some variations to my custom pipes, and I was sure I would be able to, but I just found out that pipe pictures use type Sprite, which allow only one image per direction.
The problem: pipe repetitiveness
08-08-2026, 22-46-14.png
I suggest changing pipe pictures' types ...
The problem: pipe repetitiveness
08-08-2026, 22-46-14.png
I suggest changing pipe pictures' types ...
- Fri Aug 07, 2026 1:23 pm
- Forum: Modding interface requests
- Topic: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
- Replies: 6
- Views: 1348
Re: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
Hi devs, with the new planet backdrops, maybe that's something you're willing to go into? I still have ideas that would add some personality to modded planets, with the added bonus of being faster to know where a ship is at a glance.
- Thu Aug 06, 2026 12:37 pm
- Forum: Not a bug
- Topic: [2.1.13] [Modding] Technologies cannot be re-ordered with subgroup/order
- Replies: 3
- Views: 302
Re: [2.1.13] [Modding] Technologies cannot be re-ordered with subgroup/order
Thanks for the report however this is not a bug and works how described. Your technologies have different costs - one takes 100 science packs and one takes 80. The one that takes 80 comes first because it takes less packs.
Technologies are ordered:
research-state < non-infinite < science-pack ...
- Thu Aug 06, 2026 11:39 am
- Forum: Not a bug
- Topic: [2.1.13] [Modding] Technologies cannot be re-ordered with subgroup/order
- Replies: 3
- Views: 302
[2.1.13] [Modding] Technologies cannot be re-ordered with subgroup/order
Hi,
I found that technologies should support "subgroup" and "order" for ordering, according to the api docs, but I tested it and it doesn't re-order the tech at all, even between 2 techs with the same science pack types.
08-06-2026, 13-35-56.png 08-06-2026, 13-36-13.png
{
type = "item-group ...
I found that technologies should support "subgroup" and "order" for ordering, according to the api docs, but I tested it and it doesn't re-order the tech at all, even between 2 techs with the same science pack types.
08-06-2026, 13-35-56.png 08-06-2026, 13-36-13.png
{
type = "item-group ...
- Thu Jul 30, 2026 8:38 am
- Forum: Modding interface requests
- Topic: Add NightVisionEquipmentPrototype::brightness_to_turn_on
- Replies: 0
- Views: 152
Add NightVisionEquipmentPrototype::brightness_to_turn_on
Hi, I'm humbly asking for the opposite setting to darkness_to_turn_on for NightVision Equipment.
MY USE CASE
Making sunglasses for my sun-adjacent planet, Moshine. I would like to add some times in the day where the light makes it impossible to see clearly, which would be resolved by having these ...
MY USE CASE
Making sunglasses for my sun-adjacent planet, Moshine. I would like to add some times in the day where the light makes it impossible to see clearly, which would be resolved by having these ...
- Fri Jul 03, 2026 12:03 pm
- Forum: Modding interface requests
- Topic: Resistances on Energy-shield
- Replies: 1
- Views: 1127
Re: Resistances on Energy-shield
I would like to make the same request (7 years later)
- Thu Jul 02, 2026 1:26 pm
- Forum: Implemented mod requests
- Topic: Adding draw_as_glow to FluidPrototype
- Replies: 4
- Views: 997
Re: Adding draw_as_glow to FluidPrototype
Can be moved to implemented 
- Wed Jul 01, 2026 8:36 pm
- Forum: Modding interface requests
- Topic: Lightning-attractor: don't display every lightning type
- Replies: 0
- Views: 147
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 ...
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 ...
- 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: 373
Re: How are items sorted when recipe::sort_item_ingredients is false
Confirmed in another thread yesrobot256 wrote: Mon Jun 29, 2026 1:01 pm So they appear in the order they are listed in the prototype during data stage?
- Wed Jul 01, 2026 2:41 pm
- Forum: Modding interface requests
- Topic: A way to Prevent lightning from hitting the ground
- Replies: 1
- Views: 241
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 ...
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 ...
- 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: 2555
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 ...
- 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: 2555
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 ...
06-29-2026, 16-55-27.png
This addition doesn't seem to answer this, as this is only controlling ...
- Mon Jun 29, 2026 11:51 am
- Forum: Documentation Improvement Requests
- Topic: How are items sorted when recipe::sort_item_ingredients is false
- Replies: 3
- Views: 373
How are items sorted when recipe::sort_item_ingredients is false
Hi, would you mind clarifying how items are sorted when recipe::sort_item_ingredients is false.
- Sun Jun 28, 2026 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Make fluid in machines glow based on recipe
- Replies: 2
- Views: 340
Re: Make fluid in machines glow based on recipe
I now realize this should be moved to Modding interface requests, sorry
- Sun Jun 28, 2026 8:40 pm
- Forum: Modding interface requests
- Topic: Adding spoil_time_multiplier to Container prototype
- Replies: 2
- Views: 308
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
This way we can create "fridges" or "spoil speeders" for unique mechanics in mods.
Here's how it could be communicated