Search found 33 matches

by 000
Tue Sep 22, 2026 3:07 am
Forum: Modding help
Topic: Custom mod category or-hand-crafting
Replies: 3
Views: 257

Re: Custom mod category or-hand-crafting


I believe the recipes a player can craft is based on character's prototype's crafting_categories . Usually, that's data.raw.character.character.crafting_categories, I think. Adding your category to that table should do it?


Not sure where a player without a character gets their recipe list from ...
by 000
Tue Sep 22, 2026 2:41 am
Forum: Modding help
Topic: How do I remove something and everything that refers to it without having to do it all manually?
Replies: 5
Views: 366

Re: How do I remove something and everything that refers to it without having to do it all manually?

I appreciate the tip about the prototype explorer! This will be very helpful.

Using that, I can see the "item-group" prototype "intermediate-products" has both hidden and hidden_in_factoriopedia as true.

Looking at other item groups (such as Logistics), these values are false.


But also the ...
by 000
Mon Sep 21, 2026 9:45 pm
Forum: Modding help
Topic: Custom mod category or-hand-crafting
Replies: 3
Views: 257

Custom mod category or-hand-crafting

My mod introduces a new entity of type "assembling-machine". This entity's crafting_categories is set to {"custom-test"}, a crafting category my mod defines. The modded assembler is otherwise a clone of assembling-machine-1.

My modded assembler works correctly. The only recipes that appear in its ...
by 000
Mon Sep 21, 2026 8:55 pm
Forum: Modding help
Topic: How do I remove something and everything that refers to it without having to do it all manually?
Replies: 5
Views: 366

Re: How do I remove something and everything that refers to it without having to do it all manually?


simply set the hidden , as well as hidden_in_factoriopedia properties to true instead of deleting the prototypes
https://lua-api.factorio.com/latest/prototypes/PrototypeBase.html#hidden

Thank you for reply.

I must be doing something wrong. I tried:

data.raw["item-group"]["intermediate ...
by 000
Sat Sep 19, 2026 7:43 pm
Forum: This Forum
Topic: Slow load times and frequent 502 on forums only.
Replies: 0
Views: 453

Slow load times and frequent 502 on forums only.

Over the past hour or so, forum pages have been loading more and more slowly for me. They occasionally fail with a 502 cloudflare error, indicating factorio.com (rather than cloudflare) is the issue. This occurs whether logged in or not.

Mod portal pages seem to load quickly and consistently. Only ...
by 000
Sat Sep 19, 2026 6:57 pm
Forum: Modding help
Topic: How do I remove something and everything that refers to it without having to do it all manually?
Replies: 5
Views: 366

How do I remove something and everything that refers to it without having to do it all manually?

Or: How do I wildcard repetitive data.raw rules?

I am working on a mod in which all Intermediate items and crafting recipes will have no use, because every recipe that would use them will use items added by my mod instead, which I am splitting across their own crafting tabs. I have already found a ...
by 000
Sun May 03, 2026 11:21 am
Forum: General discussion
Topic: Isn't it weird that there are no talks/posts/discussions about 2.1?
Replies: 12
Views: 4988

Re: Isn't it weird that there are no talks/posts/discussions about 2.1?

Panzerknacker wrote: Fri Apr 17, 2026 5:29 am Nuking the brilliant fluid system in the last minute before 2.0 release was imo the worst decision made in the game's history.
What do you mean by this?
by 000
Sun May 03, 2026 11:16 am
Forum: Gameplay Help
Topic: New combinator logic: Output any TRUE condition as 1
Replies: 3
Views: 836

New combinator logic: Output any TRUE condition as 1

Thanks to the new logic in combinators, it is possible for one combinator to have multiple conditions. In theory, this should allow one combinator to perform a function previously performed by many.

I am looking for a way to have a single combinator set filters on an inserter, where the filters are ...
by 000
Wed Apr 08, 2026 6:45 am
Forum: Ideas and Requests For Mods
Topic: Promethium Science Wild Card Mod
Replies: 1
Views: 702

Re: Promethium Science Wild Card Mod

Doing this as elegantly as you want (having the lab read promethium science as any science pack) would require more scripting knowledge than I (and presumably you) lack.

However, a less elegant solution would be to have crafting promethium science also unlock recipes to craft promethium science ...
by 000
Wed Apr 08, 2026 5:37 am
Forum: Ideas and Suggestions
Topic: Change "cannot be crafted in this machine" error to be more specific.
Replies: 0
Views: 467

Change "cannot be crafted in this machine" error to be more specific.

As discussed in this thread .

Entities belonging to the "assembling-machine" prototype can show an unspecific error on recipes: "cannot be crafted in this machine".

I saw this error while developing a mod adding recipes with more input or output fluids than the machine in question (in this case ...
by 000
Wed Apr 08, 2026 5:27 am
Forum: Modding help
Topic: Making foundry input and output pipes generic
Replies: 2
Views: 661

Re: Making foundry input and output pipes generic


You just need to extend the Foundry to include the additional 2 Input/Output fluid boxes; which it sounds like you have already done. :-) The drawback is that you are not be able to do 4 Fluid In + 2 Fluid Out without a custom pipe-graphics patch, because Foundries only have 4 "points" to connect ...
by 000
Tue Apr 07, 2026 11:07 am
Forum: General discussion
Topic: Why arent there left hand traffic trains
Replies: 7
Views: 3682

Re: Why arent there left hand traffic trains



I swear we used to have an option for left-hand rail. I've gone looking for it but cannot find it.

Am I mixing this up with another game? Is the option gone now?


The game you are thinking of is OpenTTD, which does have a setting to swap the side the signals are on, making LHD setups mirror ...
by 000
Tue Apr 07, 2026 11:05 am
Forum: Modding help
Topic: Making foundry input and output pipes generic
Replies: 2
Views: 661

Making foundry input and output pipes generic

I am developing a mod that introduces new metallurgical recipes, crafted in a foundry. Some of these recipes have three input or output fluids. One has four input fluids (and an item output).

It seems the foundry is set up so that cannot happen. The recipes appear in the foundry recipe selection ...
by 000
Wed Dec 24, 2025 9:09 am
Forum: Gameplay Help
Topic: Enabling "set recipe" causes assembler to constantly change: How do I stop that?
Replies: 3
Views: 1685

Re: Enabling "set recipe" causes assembler to constantly change: How do I stop that?

I appreciate the attempt to help, but I think this is beyond my ken.

I struggled understand how this system works, and what each condition does in practice. I thought the best thing to do would be to re-create the given example. This is convenient for me in any case, as it seems to do what I have ...
by 000
Tue Dec 23, 2025 8:45 am
Forum: Gameplay Help
Topic: Enabling "set recipe" causes assembler to constantly change: How do I stop that?
Replies: 3
Views: 1685

Re: Enabling "set recipe" causes assembler to constantly change: How do I stop that?

So that's why the combinator interface changed! We can put multiple conditions in one combinator now!

Thanks for the link. I'm going to spend some time reading that tutorial and see if I can make use of it.
by 000
Tue Dec 23, 2025 7:18 am
Forum: Gameplay Help
Topic: Enabling "set recipe" causes assembler to constantly change: How do I stop that?
Replies: 3
Views: 1685

Enabling "set recipe" causes assembler to constantly change: How do I stop that?

I've tried this as many different ways as I can think of.

Attempt one:

I have a combinator reading from the space station hub.
INPUT: Copper Wire < 3
OUTPUT Copper Wire: 1

The output is hooked to an assembler with "set recipe" enabled.

I have another combinator reading from the space station hub ...
by 000
Wed Dec 17, 2025 8:26 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2130
Views: 1258889

Re: Simple Questions and Short Answers

Thanks, that explains it! They did seem to come out of no-where. I hadn't noticed they were coming from the Strafers. If they're projectiles, it makes sense I cannot target them. We cannot target other player's rockets in PvP either.

Honestly, knowing they're not an enemy type of their own is a ...
by 000
Wed Dec 17, 2025 6:06 am
Forum: General discussion
Topic: Why arent there left hand traffic trains
Replies: 7
Views: 3682

Re: Why arent there left hand traffic trains

I swear we used to have an option for left-hand rail. I've gone looking for it but cannot find it.

Am I mixing this up with another game? Is the option gone now?
by 000
Wed Dec 17, 2025 4:09 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2130
Views: 1258889

Re: Simple Questions and Short Answers

Hopefully a simple enough question for this thread.


I've encountered some flying enemies on Gleba.

I have lasers in my power armour. They target the big, ground-based creatures, and the little starfish, but always ignore the flying bee-like creatures.

Even when everything else is dead or I've ...
by 000
Mon Aug 25, 2025 8:40 am
Forum: Technical Help
Topic: Is it possible to update to 2.0 in parts?
Replies: 7
Views: 2123

Re: Is it possible to update to 2.0 in parts?


If you download Space Age from the Factorio website, it includes the whole game. It's not just the extension, it's the full game, so you don't need to first update the base game.


So it does, how convenient! I thought Space Age only included the expansion content, and I'd have to update Factorio ...

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