Search found 48 matches
- Thu May 29, 2025 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Mod licenses could be improved
- Replies: 7
- Views: 370
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: 370
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: 151
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: 115
- Sat May 10, 2025 12:08 pm
- Forum: Modding interface requests
- Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
- Replies: 7
- Views: 1180
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: 347
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: 304
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 ...
- Tue Apr 15, 2025 1:22 pm
- Forum: Modding interface requests
- Topic: Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
- Replies: 4
- Views: 304
Changeable color lookup table (LUT) on space platforms, per planet orbit or space-way
Hi, so far it's possible to change the color lookup table of planet surfaces and apparently, space platform hubs (I guess it would apply to the whole surface if I created a different hub prototype)
But it's apparently not possible to change the LUT of a space platform based on the orbit or spaceway ...
But it's apparently not possible to change the LUT of a space platform based on the orbit or spaceway ...
- Fri Apr 11, 2025 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44][modding] fluid_box.max_pipeline_extent ignored when flow_direction="input-output"
- Replies: 1
- Views: 956
[boskid][2.0.44][modding] fluid_box.max_pipeline_extent ignored when flow_direction="input-output"
Hi, I have a modded crafting-machine, it has some fluidboxes. I have a separate fluid category called data, and I'm trying to have the specific pipes be infinite, instead of the default 320.
Every fluidbox I have in the whole mod has max_pipeline_extent = 1000000. When I use the flow_direction ...
Every fluidbox I have in the whole mod has max_pipeline_extent = 1000000. When I use the flow_direction ...
- Sun Apr 06, 2025 12:17 pm
- Forum: Already exists
- Topic: [Already implemented] show_in_made_in (for assembing-machine, character, furnace...)
- Replies: 3
- Views: 254
Re: show_in_made_in (for assembing-machine, character, furnace...)
My bad, i somehow missed that there's already a "not-in-made-in" flag, you can remove this thread
- Sat Apr 05, 2025 7:07 pm
- Forum: Already exists
- Topic: [Already implemented] show_in_made_in (for assembing-machine, character, furnace...)
- Replies: 3
- Views: 254
[Already implemented] show_in_made_in (for assembing-machine, character, furnace...)
Hi,
I'm humbly requesting a new property in assemblies, furnaces etc (every entity that has "crafting_categories") that allows me to hide it from the "made in" part of recipes without setting the entity to "hidden" completely.
I'm humbly requesting a new property in assemblies, furnaces etc (every entity that has "crafting_categories") that allows me to hide it from the "made in" part of recipes without setting the entity to "hidden" completely.
- Sun Mar 23, 2025 6:52 pm
- Forum: Implemented mod requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 9
- Views: 761
Re: Add "accepted_seeds" or seed categories to agricultural-tower
The reason I think this is "important" is that every prototype that borrows from the agricultural-tower prototype becomes basically just another agricultural tower. It's like not having crafting categories for assembling machines
Currently, you can basically do agriculture on my computer tower, and ...
Currently, you can basically do agriculture on my computer tower, and ...
- Sun Mar 23, 2025 12:21 pm
- Forum: Off topic
- Topic: Think devs need a break
- Replies: 6
- Views: 4833
Re: Think devs need a break
I think there's at least 1 US based developer (Rseding91)
- Thu Mar 13, 2025 11:41 am
- Forum: Modding interface requests
- Topic: Support for a few more qualities as UI buttons
- Replies: 1
- Views: 213
Support for a few more qualities as UI buttons
03-13-2025, 12-30-27.png
Hi, I'd love to be able to add qualities (see: Mythic quality mod for example) without losing this big QoL feature that is the quality buttons in the UI. The current behavior is that when there's more than vanilla qualities, it reverts to a dropdown menu. There's space ...
Hi, I'd love to be able to add qualities (see: Mythic quality mod for example) without losing this big QoL feature that is the quality buttons in the UI. The current behavior is that when there's more than vanilla qualities, it reverts to a dropdown menu. There's space ...
- Mon Mar 10, 2025 4:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.39] Graphical - modded Agri-tower - 3x3 hardcoded soil indicators
- Replies: 2
- Views: 1780
- Sat Mar 08, 2025 11:41 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.39] Graphical - modded Agri-tower - 3x3 hardcoded soil indicators
- Replies: 2
- Views: 1780
[2.0.39] Graphical - modded Agri-tower - 3x3 hardcoded soil indicators
I have here an agricultural tower (I know it doesn't look like one), and I made the soil 2x2, and that works.
> growth_grid_tile_size = 2
But I searched everything in the tile, plant and agricultural tower prototypes for anything that controls the size of the selection box that shows, when you ...
> growth_grid_tile_size = 2
But I searched everything in the tile, plant and agricultural tower prototypes for anything that controls the size of the selection box that shows, when you ...
- Sun Feb 23, 2025 4:29 pm
- Forum: Modding interface requests
- Topic: A setting on recipes to only output 1 item.
- Replies: 20
- Views: 5787
Re: A setting on recipes to only output 1 item.
+1 for this request.
Would make sense if all probability added are less or equal to 1.0, you never get more than 1 item, and if it's more or equals than 1.0, it's never less than 1 item.
Doesn't make much difference for base recipes, but in my project, it makes much more sense if the input and ...
Would make sense if all probability added are less or equal to 1.0, you never get more than 1 item, and if it's more or equals than 1.0, it's never less than 1 item.
Doesn't make much difference for base recipes, but in my project, it makes much more sense if the input and ...
- Mon Feb 10, 2025 7:04 pm
- Forum: Implemented mod requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 9
- Views: 761
Add "accepted_seeds" or seed categories to agricultural-tower
My problem:
right now there seems to be no way to restrict what kind of seed goes into what kind of agricultural-tower (when modders add new types), that means anything that has a "plant_result" will be displayed in every agricultural towers.
Proposed solution:
My request would be to add a ...
right now there seems to be no way to restrict what kind of seed goes into what kind of agricultural-tower (when modders add new types), that means anything that has a "plant_result" will be displayed in every agricultural towers.
Proposed solution:
My request would be to add a ...
- Mon Feb 10, 2025 3:21 pm
- Forum: Modding interface requests
- Topic: Add PlanetPrototype.LightningProperties.start_time and end_time
- Replies: 7
- Views: 1180
Add PlanetPrototype.LightningProperties.start_time and end_time
Hi, I'm trying to create a new sort of lightning strikes (solar flares) and I searched everywhere how to make the lightning strike when the sun is up, which I can't find neither in LightningPrototype , nor LightningProperties . Lightning will always strike at night.
My suggestion would be to have a ...
My suggestion would be to have a ...
- Sun Jan 19, 2025 2:15 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 92049
Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
For information, the mod is now updated for 2.0/space age, with new graphics, techs and bugfixes!