Search found 85 matches
- 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)
- 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 
- 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 ...
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: 230
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: 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 ...
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: 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 ...
- 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 ...
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: 230
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: 287
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: 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
This way we can create "fridges" or "spoil speeders" for unique mechanics in mods.
Here's how it could be communicated
- 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 ...
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 ...
- 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 ...
Implementation could be:
- recipe would receive crafting_machine_glow = {primary = true, secondary = false ...}
- Working Visualisation would ...
- 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 ...
I also suggest ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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"
- 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 ...
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 ...
- 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 ...
crafting_machine_tint =
{
primary = {82, 199, 238},
secondary = {82, 199, 238},
tertiary = {82, 199, 238 ...
- 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 ...
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 ...
- 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 ...
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 ...