Search found 96 matches
- Thu Oct 16, 2025 6:48 pm
- Forum: Implemented Suggestions
- Topic: Give Combinators Higher Power Priority
- Replies: 12
- Views: 336
Re: Give Combinators Higher Power Priority
I'm surprised this isn't a thing already to be honest
- Wed Oct 08, 2025 12:08 am
- Forum: Modding discussion
- Topic: [Research] Quick questions for modders (university seminar)
- Replies: 6
- Views: 384
Re: [Research] Quick questions for modders (university seminar)
Hi, great topic for a seminar! I started writing this before anyone else responded and then went to eat dinner partway through, so I may be repeating a few things from others.
- Most unexpected/surprising mod you’ve seen (or made) and why it stood out.
It's hard to pick a single mod out of the ...
- Most unexpected/surprising mod you’ve seen (or made) and why it stood out.
It's hard to pick a single mod out of the ...
- Thu Oct 02, 2025 4:28 am
- Forum: Off topic
- Topic: Unofficial Factorio Server Claiming to be Wube and Not Actually Wube
- Replies: 18
- Views: 1284
Re: Unofficial Factorio Server Claiming to be Wube and Not Actually Wube
Hi, one of the (unofficial) Factorio Discord server moderators here.
I only feel the need to chime in because anyone who reads this thread will only ever see one side of the story otherwise, which I don't feel is fair.
This will be my only message in this thread, I do not wish to continue this ...
I only feel the need to chime in because anyone who reads this thread will only ever see one side of the story otherwise, which I don't feel is fair.
This will be my only message in this thread, I do not wish to continue this ...
- Mon Sep 29, 2025 5:04 pm
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 8545
Re: Version 2.0.69
Nice
- Thu Sep 04, 2025 10:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.66] Crash building sprite atlas with invalid filename for tile-effect effect texture
- Replies: 1
- Views: 1041
[Genhis][2.0.66] Crash building sprite atlas with invalid filename for tile-effect effect texture
minimal reproduction, stick this somewhere in the prototype stage:
Code: Select all
data.raw["tile-effect"]["water"].water.textures[1].filename = "shibboleet"
- Thu Sep 04, 2025 7:11 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::swap_players
- Replies: 5
- Views: 516
LuaPlayer::swap_players
May end up doing this myself, but figured I'd put it here in case someone else does it before I do.
Currently the only way to do this is with the console command /swap-players which calls Player::swap_players, but it would be neat if mods could do the same as well.
Currently the only way to do this is with the console command /swap-players which calls Player::swap_players, but it would be neat if mods could do the same as well.
- Tue Aug 12, 2025 2:44 pm
- Forum: Modding interface requests
- Topic: Allow dependency on core
- Replies: 5
- Views: 447
Re: Allow dependency on core
The request in this case is to pretend core has a version number for the purposes of the dependency, that way mods could use the dependency system as it is now to control the allowed engine version, instead of needing a new info.json field along the lines of factorio_version, or changing factorio ...
- Tue Aug 12, 2025 1:37 pm
- Forum: Modding interface requests
- Topic: Allow dependency on core
- Replies: 5
- Views: 447
Allow dependency on core
There have been a few times where I want to depend on a specific Factorio version, whether it's because of an API method that was added or changed, a new prototype type was made, or any other thing that would make backwards compatibility broken.
There have also been a few times where I've made a mod ...
There have also been a few times where I've made a mod ...
- Thu Jul 17, 2025 1:29 am
- Forum: Resolved Requests
- Topic: [2.0.60] LuaItemPrototype::flags is optional
- Replies: 1
- Views: 265
[2.0.60] LuaItemPrototype::flags is optional
Title says it all pretty much. The field says the dictionary is always present, and it is in fact not always present, specifically when the item prototype has no flags.
Thank you!
Thank you!
- Mon Jul 07, 2025 2:30 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement.open_elem() (choose-elem-button)
- Replies: 3
- Views: 1087
Re: LuaGuiElement.open_elem() (choose-elem-button)
+1, not much else for me to add but I agree with both above.
- Sun Jul 06, 2025 1:50 am
- Forum: Mod portal Discussion
- Topic: Hide mods/authors
- Replies: 1
- Views: 588
Re: Hide mods/authors
You can do that already with the "-" operator, similar to a google search.
For example, "-earendel" will hide all of earendel's mods.
The mod portal used to not support it because mellisearch, the api it switched to a while go, didn't have it, but it had since been updated to support it.
It's not ...
For example, "-earendel" will hide all of earendel's mods.
The mod portal used to not support it because mellisearch, the api it switched to a while go, didn't have it, but it had since been updated to support it.
It's not ...
- Mon May 19, 2025 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 778
Re: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Sounds good, and yeah I considered poking around myself but decided not to due to the same risk.
Thanks for looking into this!
Thanks for looking into this!
- Sun May 18, 2025 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 778
Re: [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
here's a video for clarification, entering singleplayer and testing the mod works, multiplayer and testing the mod doesn't.
I've made sure the custom input events result in the same outcome.
I've made sure the custom input events result in the same outcome.
- Sun May 18, 2025 3:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 778
[Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
I made a mod a while ago called Force Inventory Insert that lets the player forcibly insert items into the bar portion of an inventory if it's full, that way players don't have to manually move each stack.
I've had a bug reported recently where the mod doesn't work in multiplayer, and after a ...
I've had a bug reported recently where the mod doesn't work in multiplayer, and after a ...
- Tue Apr 29, 2025 1:20 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 24504
Re: Version 2.0.46
There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out ...
- Fri Apr 18, 2025 7:15 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87884
Re: Version 2.0.45
I'm reading over this thread, and something I'd like to point out regardless of opinions on whether or not the change should be reverted, is that mods disable steam achievements. So sure, you could technically unlock achievements with mods, but the second you disable mods you lose all of the ...
- Sun Apr 13, 2025 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
- Replies: 14
- Views: 3692
Re: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
+1
I get that how it works internally is different from everything else, but everything else in the game revolving around implicit signal combination over/underflows. It doesn't make sense from a player's perspective, even if it makes sense from a developer's perspective.
I get that how it works internally is different from everything else, but everything else in the game revolving around implicit signal combination over/underflows. It doesn't make sense from a player's perspective, even if it makes sense from a developer's perspective.
- Thu Apr 10, 2025 1:28 pm
- Forum: Minor issues
- Topic: [2.0.43] "list-box" GUI elements ignore "enabled" property
- Replies: 3
- Views: 675
Re: [2.0.43] "list-box" GUI elements ignore "enabled" property
A simple workaround for this would be to not use the list box element and instead make it yourself with a frame and a few buttons. You should be able to use the same styles that the list box uses and have it look exactly the same, the only downside being you have to code the logic yourself. Luckily ...
- Tue Apr 08, 2025 2:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)
- Replies: 3
- Views: 1577
Re: [Rseding91] [2.0.44] Crash mousing over blueprint in chat (ItemWithInventory::getOwningEntity)
Yes, it's a consistent crash
- Tue Apr 08, 2025 12:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)
- Replies: 3
- Views: 1577
[Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)
I'm not sure why this is happening as I had someone else try it and they were able to mouse over it fine, but attached is the log file and the chat message.