Search found 70 matches
- Tue Oct 14, 2025 9:23 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 13
- Views: 795
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: 196
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: 90
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: Bug Reports
- Topic: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
- Replies: 2
- Views: 291
[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: 108
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 ...
- Wed Oct 01, 2025 12:02 am
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 8
- Views: 809
Re: Module slots for Agricultural Towers
Aside from efficiency modules, no module type would have any effect on agricultural towers. They don't actually produce anything, they just automatically harvest plants.
Speed can be used, as you could have a tower that harvests slower than the output of its field, so the speed module could ...
- Tue Sep 30, 2025 11:58 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 13
- Views: 795
- Sat Sep 27, 2025 10:55 pm
- Forum: Modding interface requests
- Topic: Adding draw_as_glow to FluidPrototype
- Replies: 3
- Views: 329
Adding draw_as_glow to FluidPrototype
Hi, I would like to suggest allowing for fluid to glow in the dark in pipes.
Right now, a fluid has flow_color, which tints the fluid visualization in pipes.
https://lua-api.factorio.com/latest/prototypes/FluidPrototype.html
I'd like to suggest having an extra boolean property that would signal ...
Right now, a fluid has flow_color, which tints the fluid visualization in pipes.
https://lua-api.factorio.com/latest/prototypes/FluidPrototype.html
I'd like to suggest having an extra boolean property that would signal ...
- Thu Sep 11, 2025 6:32 pm
- Forum: Implemented mod requests
- Topic: More powerful recipe 'categories'
- Replies: 5
- Views: 2229
Re: More powerful recipe 'categories'
This can be closed as this has been added recently
- 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: 491
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: 491
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: 265
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: 504
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: 1975
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: 1975
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: 895
[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: 1975
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: 218
[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: 834
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: 834
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.