Search found 38 matches
- Thu Sep 03, 2026 9:39 pm
- Forum: Modding interface requests
- Topic: make LuaEntity::loader_container writeable
- Replies: 3
- Views: 666
Re: make LuaEntity::loader_container writeable
+1, I'd like to be able to have parity with inserters for compound entities.
- Thu Sep 03, 2026 5:55 pm
- Forum: Modding interface requests
- Topic: Allow connecting logistic networks by script.
- Replies: 1
- Views: 145
Re: Allow connecting logistic networks by script.
Just to clarify, upon writing to one roboport, this write would propagate to the roboports it's connected to (so it behaves like placing a bridge roboport between 2 networks currently does).
- Thu Sep 03, 2026 8:43 am
- Forum: Modding interface requests
- Topic: Allow connecting logistic networks by script.
- Replies: 1
- Views: 145
Allow connecting logistic networks by script.
I wanted to connect 2 logistic networks by script to make long routes (instead of placing invisible uncollidable roboports or making the logistics_connection_distance very big).
I was wondering if this could be achieved by allowing a roboport's LuaEntity.logistic_network to be writable. On write ...
I was wondering if this could be achieved by allowing a roboport's LuaEntity.logistic_network to be writable. On write ...
- Tue Sep 01, 2026 4:14 pm
- Forum: Resolved for the next release
- Topic: [2.1.17] Mods>Manage menu redirects to wrong mod
- Replies: 3
- Views: 351
- Mon Aug 31, 2026 4:59 am
- Forum: Resolved for the next release
- Topic: [2.1.17] Mods>Manage menu redirects to wrong mod
- Replies: 3
- Views: 351
[2.1.17] Mods>Manage menu redirects to wrong mod
https://forums.factorio.com/download/file.php?mode=view&id=116326
2026-08-30 22-50-57.mp4
mod-list.json
So, given this mod list, when I go to the kpyimba mod, and click on the dependencies, they go to the wrong mod (each time this happens I mouseover the name on the video).
This bug is ...
2026-08-30 22-50-57.mp4
mod-list.json
So, given this mod list, when I go to the kpyimba mod, and click on the dependencies, they go to the wrong mod (each time this happens I mouseover the name on the video).
This bug is ...
- Sat Aug 29, 2026 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Mod settings export to string and import from string
- Replies: 0
- Views: 156
Mod settings export to string and import from string
TL;DR
Add an export to string and import to string button to each settings pane. These are separated per tab, so you can export startup settings, map settings or player settings. And import them too.
Why?
Sometimes, when you download a new mod like Adaptive movement speed or To Do List , you ...
Add an export to string and import to string button to each settings pane. These are separated per tab, so you can export startup settings, map settings or player settings. And import them too.
Why?
Sometimes, when you download a new mod like Adaptive movement speed or To Do List , you ...
- Tue Aug 25, 2026 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 237
- Views: 139080
Re: Compile a factory section to get better UPS
...
Solve performance issues of large factories by creating a new feature that will allow user to "compile" part of their factory into single entity.
...
People on this thread might be interested on:
https://mods.factorio.com/mod/blueprint_io
This basically compiles blueprints into entities ...
- Tue Aug 25, 2026 6:57 am
- Forum: Modding interface requests
- Topic: Access to BlueprintWidget?
- Replies: 1
- Views: 185
Re: Access to BlueprintWidget?
I found a satisfactory way of achieving something similar with `player.opened = blueprint_item` (credits to Shemp).
This might be useful for someone else but if it isn't revived, I'd say it can be put into the lowest priority queue or won't implement.
This might be useful for someone else but if it isn't revived, I'd say it can be put into the lowest priority queue or won't implement.
- Tue Aug 25, 2026 1:26 am
- Forum: Modding interface requests
- Topic: Access to BlueprintWidget?
- Replies: 1
- Views: 185
Access to BlueprintWidget?
Could we get blueprint widgets as a LuaGuiElementType? we could feed it a string or a LuaInventory slot.
Graphical only, no interactivity, no additional r/w values (except for the spec which would be a string or a slot).
This one (from the screen):
08-24-2026, 20-20-30.png
Or this one ...
Graphical only, no interactivity, no additional r/w values (except for the spec which would be a string or a slot).
This one (from the screen):
08-24-2026, 20-20-30.png
Or this one ...
- Wed Aug 19, 2026 6:33 pm
- Forum: Documentation Improvement Requests
- Topic: Sorted button for runtime docs
- Replies: 0
- Views: 142
Sorted button for runtime docs
The prototype docs have a way to sort the properties of the prototype:
But in the runtime docs, members lack this.
Can we have a "sorted" option too?
- Sat Aug 15, 2026 11:48 pm
- Forum: Mod portal Discussion
- Topic: Mandatory AI tag
- Replies: 18
- Views: 1831
Re: Mandatory AI tag
I'd like to ask for an AI icon/tag which is user-reported that shows up in the mod portal like this
By user-reported you mean modders will have to apply it to themselves, or you expect any user to be able to "report" a mod that would contain obvious AI material ? "somehow"
I think this ...
- Sat Aug 15, 2026 11:24 pm
- Forum: Modding interface requests
- Topic: Changes or additions to blueprints and cost_to_build
- Replies: 1
- Views: 186
- Sat Aug 15, 2026 11:21 pm
- Forum: Minor issues
- Topic: [2.1.14] Item request proxy icon in ammo slot doesn't display correctly
- Replies: 1
- Views: 230
[2.1.14] Item request proxy icon in ammo slot doesn't display correctly
Steps to reproduce: Blueprint a ghost car with item request proxy in it's inventory, it's ammo slot, and it's fuel slot.
The icon for the ammo slot overlaps with the fuel request proxy.
08-15-2026, 18-19-08.png
The string:
0eNqNksluAjEMht/F54BmYaDMq1QoCjNhapE4KAstRXn3OtACajn0EsnbZ ...
The icon for the ammo slot overlaps with the fuel request proxy.
08-15-2026, 18-19-08.png
The string:
0eNqNksluAjEMht/F54BmYaDMq1QoCjNhapE4KAstRXn3OtACajn0EsnbZ ...
- Sat Aug 15, 2026 9:32 pm
- Forum: Modding interface requests
- Topic: Changes or additions to blueprints and cost_to_build
- Replies: 1
- Views: 186
Changes or additions to blueprints and cost_to_build
Right now, blueprints have the following behaviour (I think):
- If there are item proxy requests, if they are a module slot or a fuel slot:
- Draw the item proxy request id above the entity, and consider the item proxy request in the count given by LuaItemCommon.cost_to_build[/url]
08-15-2026, 16 ...
- If there are item proxy requests, if they are a module slot or a fuel slot:
- Draw the item proxy request id above the entity, and consider the item proxy request in the count given by LuaItemCommon.cost_to_build[/url]
08-15-2026, 16 ...
- Mon Aug 03, 2026 8:54 pm
- Forum: Mod portal Discussion
- Topic: Mandatory AI tag
- Replies: 18
- Views: 1831
Re: Mandatory AI tag
I'd like to ask for an AI icon/tag which is user-reported that shows up in the mod portal like this 08-03-2026, 15-47-33.png
I've made a poll in which you can vote to decide where the field would be preferred.
https://rankedchoices.com/results#AITagPlacementON
I think the box with "AI" legend is a ...
I've made a poll in which you can vote to decide where the field would be preferred.
https://rankedchoices.com/results#AITagPlacementON
I think the box with "AI" legend is a ...
- Mon Aug 03, 2026 8:45 pm
- Forum: Mod portal Discussion
- Topic: Hide mods/authors
- Replies: 3
- Views: 1523
Re: Hide mods/authors
+1
I ask for a block feature for the mod portal, that in addition to hiding that user's mods from your search, removes the ability of the blocked person from opening issues/threads in the discussion tab in your mods.
I ask for a block feature for the mod portal, that in addition to hiding that user's mods from your search, removes the ability of the blocked person from opening issues/threads in the discussion tab in your mods.
- Sun Mar 29, 2026 6:26 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 6
- Views: 1905
- Sun Mar 29, 2026 6:22 am
- Forum: Modding interface requests
- Topic: Multi-Channel Surface Effects
- Replies: 6
- Views: 1541
- Sun Mar 29, 2026 6:18 am
- Forum: Modding interface requests
- Topic: Plant Harvesting Productivity Modifier
- Replies: 4
- Views: 1182
- Sun Mar 29, 2026 6:07 am
- Forum: Modding interface requests
- Topic: LuaEntity::register_on_signal_changed
- Replies: 3
- Views: 1027