Just confirming, the remote.add_interface/remote.call thing worked great (and serpent.dump helped, too)!
I'd been slightly worried about whether the __modname__ thing would be fine with the characters (not just [a-zA-Z0-9_], but also containing [-]) would be fine, but it wasn't a problem! Cool ...
Search found 27 matches
- Mon Dec 08, 2025 6:17 pm
- Forum: Modding help
- Topic: Is it possible to rename a mod, but retain storage data?
- Replies: 4
- Views: 228
- Mon Dec 08, 2025 3:49 am
- Forum: Modding help
- Topic: Is it possible to rename a mod, but retain storage data?
- Replies: 4
- Views: 228
Re: Is it possible to rename a mod, but retain storage data?
you usually don't need to rename a mod's internal name.
Fair enough. I wish to, though; I have my reasons. :)
You can copy-paste the contents or rename the output to a lua file that returns the contents...
Yeah, that's what I'd been thinking... glad to see thoughts align...
... of ...
- Mon Dec 08, 2025 1:35 am
- Forum: Modding help
- Topic: Is it possible to rename a mod, but retain storage data?
- Replies: 4
- Views: 228
Is it possible to rename a mod, but retain storage data?
Hi all,
Relative newbie to modding, and... well, I'm doing some work on a mod, and I'd like to change the name (of the directory/zip file, and the "name" field in info.json) of it, but I have some saves that have data from it, and I'd ideally like to somehow keep that data but make it available to ...
Relative newbie to modding, and... well, I'm doing some work on a mod, and I'd like to change the name (of the directory/zip file, and the "name" field in info.json) of it, but I have some saves that have data from it, and I'd ideally like to somehow keep that data but make it available to ...
- Wed Dec 03, 2025 3:04 pm
- Forum: Not a bug
- Topic: [2.0.72] Cargo pods don't damage enemies
- Replies: 3
- Views: 225
Re: [2.0.72] Cargo pods don't damage enemies
Thank you, both OP and responses, for a good laugh. This is hilarious. 
- Wed Dec 03, 2025 3:00 pm
- Forum: Multiplayer / Dedicated Server
- Topic: Factorio RCON GUI
- Replies: 2
- Views: 3183
Re: Factorio RCON GUI
Dunno if/when you might see this, but I just wanted to say: this looks cool!
Sad to see it gone from github.
Dunno if/when I would have used it (it doesn't match current needs I have), but I could definitely imagine it being useful (if my needs were different), so... kudos.
Sad to see it gone from github.
Dunno if/when I would have used it (it doesn't match current needs I have), but I could definitely imagine it being useful (if my needs were different), so... kudos.
- Wed Dec 03, 2025 2:57 pm
- Forum: Ideas and Suggestions
- Topic: Set RCON settings in server-settings.json
- Replies: 2
- Views: 2483
Re: Set RCON settings in server-settings.json
A very belated +1 to this idea... passwords in command-lines is... suboptimal (to put it mildly), IMHO.
(Granted, passwords in a plain-text file aren't hugely better, but at least that can be something that's locked down with permissions on a multi-user system. Anyone able to log in as the same ...
(Granted, passwords in a plain-text file aren't hugely better, but at least that can be something that's locked down with permissions on a multi-user system. Anyone able to log in as the same ...
- Tue Dec 02, 2025 10:45 pm
- Forum: Modding interface requests
- Topic: Ability to copy string to clipboard using api
- Replies: 10
- Views: 3996
Re: Ability to copy string to clipboard using api
A suggestion for a couple of possible ways (listing the former because I thought of it first, though I have a strong preference for the second option) to maybe handle the trade-off between not having this functionality at all (current status quo) and having it have too much power (to potentially ...
- Wed Oct 01, 2025 9:39 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 59
- Views: 27300
Re: [0.17.x] Save and Load Quickbar Layouts like blueprints
I agree that some form of this should end up in the game, and the devs will surely do a great job at it.
Nice to hear this from staff... am I too late to +1 this, hoping to see it in, I dunno, 2.0.70 or 2.0.71 or something? :)
I know there's the mod, but I'd love to see it in base game, to be ...
- Fri Feb 07, 2025 7:03 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 78239
Re: Friday Facts #383 - Super force building
Haha, yes, I had, and it's glorious.quigonquinn0 wrote: Sat Jan 11, 2025 10:02 pm Guessing you may have figured it out by now. But if not, yes it absolutely can! I have been using it constantly for that![]()
- Tue Nov 19, 2024 7:53 pm
- Forum: Not a bug
- Topic: [2.0.15] Sometimes unable to limit chests (UI issue - Linux? and rail?)
- Replies: 2
- Views: 483
Re: [2.0.15] Sometimes unable to limit chests (UI issue - Linux? and rail?)
Oh, interesting! I think that might just be it, at least for the chest portion (not sure this handles the rail portion, but maybe, and I'll play with that separately, and post again if it doesn't).
Well, I guess maybe consider it a feature request:
Have it respond to mouseDown, on the premise that ...
Well, I guess maybe consider it a feature request:
Have it respond to mouseDown, on the premise that ...
- Tue Nov 19, 2024 4:30 pm
- Forum: Not a bug
- Topic: [2.0.15] Sometimes unable to limit chests (UI issue - Linux? and rail?)
- Replies: 2
- Views: 483
[2.0.15] Sometimes unable to limit chests (UI issue - Linux? and rail?)
Hi there,
Writing today to report an issue I've long had (I'm not quite sure how long... I think since well before 1.x even? Certainly in 1.x, and now also in 2.x), but wasn't sure wasn't just my computer... until today, when I saw it happen to someone else on a video of them playing:
https://www ...
Writing today to report an issue I've long had (I'm not quite sure how long... I think since well before 1.x even? Certainly in 1.x, and now also in 2.x), but wasn't sure wasn't just my computer... until today, when I saw it happen to someone else on a video of them playing:
https://www ...
- Thu Nov 14, 2024 2:35 pm
- Forum: Not a bug
- Topic: achievement progress lost on system crash
- Replies: 5
- Views: 1337
Re: achievement progress lost on system crash
Had another system crash (not your problem) after an hour or two spent on Gleba. I guess I have to leave and come back to (again) get that achievement now? (In point of fact, I have a save from before then, so I was able to get it again. It just strikes me as strange that I can be on the planet ...
- Thu Nov 14, 2024 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Request different indicator for module quality upgrades
- Replies: 0
- Views: 222
Request different indicator for module quality upgrades
If a higher-tier or higher-quality module has either just been requested via upgrade planner, or, more importantly, was requested a long while ago but is not yet available, the current indication shows an "X" over the existing module, with some vague hint (but that's hard to see without looking ...
- Thu Nov 14, 2024 12:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.5] Playing 2.0 loses Space Age achievements
- Replies: 6
- Views: 5512
Re: [2.0.15] Disabling Space Age mod corrupts achievements
Oof, I feel for you! I've been having my own frustrations with lost achievements under different circumstances, and I thought I'd see if others were having similar problems...
I'm just a player, so big grain of salt here, but based on my own experiences looking at how the achievements file seems to ...
I'm just a player, so big grain of salt here, but based on my own experiences looking at how the achievements file seems to ...
- Mon Nov 04, 2024 1:24 pm
- Forum: Not a bug
- Topic: achievement progress lost on system crash
- Replies: 5
- Views: 1337
Re: achievement progress lost on system crash
I was just thinking about this, and I think I will actually make the argument for why this should be considered a bug, or at the very least a moderately serious user experience issue. Here's why:
As a user, when I "save" my progress (especially explicitly, but even with autosave) in something (in ...
As a user, when I "save" my progress (especially explicitly, but even with autosave) in something (in ...
- Sun Nov 03, 2024 2:01 pm
- Forum: Not a bug
- Topic: achievement progress lost on system crash
- Replies: 5
- Views: 1337
Re: achievement progress lost on system crash
Haha, ok. Arguable, but fair enough.
- Sun Nov 03, 2024 3:39 am
- Forum: Not a bug
- Topic: achievement progress lost on system crash
- Replies: 5
- Views: 1337
Re: achievement progress lost on system crash
oops, I seem to have posted this on "Not a bug"? Not what I intended... can it be moved? Should I re-post? Is it fine? Other?
- Sun Nov 03, 2024 3:31 am
- Forum: Not a bug
- Topic: achievement progress lost on system crash
- Replies: 5
- Views: 1337
achievement progress lost on system crash
Hi Wube!
I've been loving Factorio 2.0; thanks for all that's in it!
That said, there's one problem that's been plaguing me, and... I guess it's time I report it:
In the event of a system crash (or 'kill -9' on Factorio, or similar), which I unfortunately sometimes have on this system (for ...
I've been loving Factorio 2.0; thanks for all that's in it!
That said, there's one problem that's been plaguing me, and... I guess it's time I report it:
In the event of a system crash (or 'kill -9' on Factorio, or similar), which I unfortunately sometimes have on this system (for ...
- Mon Oct 28, 2024 12:24 pm
- Forum: Ideas and Suggestions
- Topic: rotate while dragging underground pipes: add pipe!
- Replies: 0
- Views: 458
rotate while dragging underground pipes: add pipe!
The idea:
It occurs to me that it would be nice if dragging underground pipes (or underground belts, for that matter! More below) could be a bit more like dragging belt, where if you press 'R' while dragging (or whatever key is bound to rotating), a nice bend will be created that's all connected ...
It occurs to me that it would be nice if dragging underground pipes (or underground belts, for that matter! More below) could be a bit more like dragging belt, where if you press 'R' while dragging (or whatever key is bound to rotating), a nice bend will be created that's all connected ...
- Sat Oct 26, 2024 10:01 pm
- Forum: Duplicates
- Topic: [Klonan] autosave causes distracting "flash" of pinned achievements
- Replies: 1
- Views: 596
[Klonan] autosave causes distracting "flash" of pinned achievements
What's going on:
So, I'm playing along, and every once in a while, the left side of my screen changes from something like this:
before_save.png
To something like this:
during_save.png
My reaction/thoughts:
This happens quickly enough that it took me while to realize what was going on ...
So, I'm playing along, and every once in a while, the left side of my screen changes from something like this:
before_save.png
To something like this:
during_save.png
My reaction/thoughts:
This happens quickly enough that it took me while to realize what was going on ...