TL;DR
Why is it so complex to feed products back into the machine?
What?
I'd like machines to pull from their output inventory (and maybe also trash inventory) when consuming ingredients. Inserters responsible for input/output can easily be wired to the machine itself for controlled input ...
Search found 75 matches
- Thu Dec 11, 2025 6:39 pm
- Forum: Ideas and Suggestions
- Topic: Simplify item logistics when recipe has an item both as ingredient and product
- Replies: 0
- Views: 296
- Wed Dec 10, 2025 5:18 pm
- Forum: Modding interface requests
- Topic: Better support for "wind"
- Replies: 1
- Views: 230
Better support for "wind"
TL;DR
Make it easier and for mods to define wind turbines.
What?
LuaSurface currently has a few wind properties, but they only affect smoke/clouds.
Please make it possible to:
bind an electric-energy-interface to the surface's wind speed or a user-defined per-surface runtime variable. I don ...
Make it easier and for mods to define wind turbines.
What?
LuaSurface currently has a few wind properties, but they only affect smoke/clouds.
Please make it possible to:
bind an electric-energy-interface to the surface's wind speed or a user-defined per-surface runtime variable. I don ...
- Wed Dec 10, 2025 5:08 pm
- Forum: Modding interface requests
- Topic: defines.event.on_entity_crafting_complete
- Replies: 7
- Views: 2857
Re: defines.event.on_entity_crafting_complete
+1
Mods that want to do that will find a way and it will cost more performance that such an event (and might have restrictions with mod compatibility). For example using rocket silos or on-tick events with products_finished and/or crafting_progress .
This can be very restrictive, such that is has ...
Mods that want to do that will find a way and it will cost more performance that such an event (and might have restrictions with mod compatibility). For example using rocket silos or on-tick events with products_finished and/or crafting_progress .
This can be very restrictive, such that is has ...
- Wed Dec 10, 2025 4:59 pm
- Forum: Modding interface requests
- Topic: Visual portals to other surfaces
- Replies: 0
- Views: 251
Visual portals to other surfaces
TL;DR
Render a part of the map on top of the map somewhere else.
What?
Factorissimo 3 does something like this on mouse-over
12-10-2025, 17-46-12.png
However, there are some restrictions:
has problems with sizing (I had it matching previously, might be a bug in the mod, but shows how ...
Render a part of the map on top of the map somewhere else.
What?
Factorissimo 3 does something like this on mouse-over
12-10-2025, 17-46-12.png
However, there are some restrictions:
has problems with sizing (I had it matching previously, might be a bug in the mod, but shows how ...
- Wed Dec 10, 2025 4:39 pm
- Forum: Modding interface requests
- Topic: Improved global effects
- Replies: 0
- Views: 250
Improved global effects
TL;DR
More freedom on global or per-surface effects to not need hidden beacons that often.
What?
What we currently have:
LuaSurface::global_effect
some TechnologyModifier, such as lab-productivity, lab-speed, mining-productivity, recipe-productivity
These offer some possibilities ...
More freedom on global or per-surface effects to not need hidden beacons that often.
What?
What we currently have:
LuaSurface::global_effect
some TechnologyModifier, such as lab-productivity, lab-speed, mining-productivity, recipe-productivity
These offer some possibilities ...
- Wed Dec 10, 2025 7:57 am
- Forum: Modding interface requests
- Topic: Alternative technology prerequisite
- Replies: 1
- Views: 213
Alternative technology prerequisite
TL;DR
Technology A needs
- B
- C
- D or E or F
What?
Allow the tech tree to be more flexible. Some kind of OR in the tech tree dependencies would go a long way.
Every prerequisite is either a single technology or a list of alternative technologies (having 1 suffices).
Natural extension would ...
Technology A needs
- B
- C
- D or E or F
What?
Allow the tech tree to be more flexible. Some kind of OR in the tech tree dependencies would go a long way.
Every prerequisite is either a single technology or a list of alternative technologies (having 1 suffices).
Natural extension would ...
- Wed Dec 10, 2025 7:44 am
- Forum: Ideas and Suggestions
- Topic: Alternative recipe ingredients
- Replies: 1
- Views: 366
Alternative recipe ingredients
TL;DR
A new way to describe recipes:
2 iron plates OR 2 copper plates OR 1 steel plate
+ 5 wood
+ 100 water OR 50 petroleum
--->
2 medium power poles
What?
Every ingredient to a recipe is actually a list of alternative items/fluids.
I haven't thought this through to the very end, but it will ...
A new way to describe recipes:
2 iron plates OR 2 copper plates OR 1 steel plate
+ 5 wood
+ 100 water OR 50 petroleum
--->
2 medium power poles
What?
Every ingredient to a recipe is actually a list of alternative items/fluids.
I haven't thought this through to the very end, but it will ...
- Tue Jul 15, 2025 3:47 pm
- Forum: Pending
- Topic: [2.0.60] super-force-paste preview incorrect
- Replies: 1
- Views: 530
[2.0.60] super-force-paste preview incorrect
Trying to paste the top row onto a straight line of belts going the same direction. Preview suggests that another underground belt is added (middle row), but after execution it isn't (bottom row). I don't think that the extra underground belt is a good thing (see https://forums.factorio.com/129883 ...
- Tue Jul 15, 2025 3:31 pm
- Forum: Duplicates
- Topic: [2.0.60] non-smart pasting of underground belts
- Replies: 0
- Views: 301
[2.0.60] non-smart pasting of underground belts
When trying to paste the top row onto a straight line of belt (middle row) going to the same direction, it adds additional underground belts that are absolutely not wanted (bottom row).
07-15-2025, 17-25-19.png
This is just a repro case, what I actually tried to copy&paste made a bit more sense ...
07-15-2025, 17-25-19.png
This is just a repro case, what I actually tried to copy&paste made a bit more sense ...
- Tue Jun 24, 2025 4:22 am
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 1588
Re: runtime access to fusion reactor/generator properties
Thanks for adding neighbour_connectable. Unfortunately I still don't have access to fluid usage of fusion reactors, see my last post. Bug or feature request?
- Sat Jun 21, 2025 12:24 pm
- Forum: Not a bug
- Topic: [2.0.57] asteroid collector energy usage spiking
- Replies: 2
- Views: 474
Re: [2.0.57] asteroid collector energy usage spiking
Thanks for the report however this is working as intended. The arms consume power when they start moving towards a chunk and don't constantly draw power while in operation. This is done on purpose to avoid constantly needing to touch the energy source memory and the performance of doing that as it ...
- Sat Jun 21, 2025 11:49 am
- Forum: Not a bug
- Topic: [2.0.57] asteroid collector energy usage spiking
- Replies: 2
- Views: 474
[2.0.57] asteroid collector energy usage spiking
06-21-2025, 13-46-05.png
This is the energy consumption of a single asteroid collector. Looks to me as if the arm's energy is only consumed for a single tick, even though it is moving all the time.
Expected behavior: If there is enough power, the arm should consume the max power for the whole ...
This is the energy consumption of a single asteroid collector. Looks to me as if the arm's energy is only consumed for a single tick, even though it is moving all the time.
Expected behavior: If there is enough power, the arm should consume the max power for the whole ...
- Sat Jun 21, 2025 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Collected asteroid chunks missing from production statistics
- Replies: 1
- Views: 1200
[2.0.57] Collected asteroid chunks missing from production statistics
I was testing some asteroid collector setups and was surprised to see that the collected chunks are completely missing from the production side of the statistics. I'd really expect this to be in line with mining drills and agricultural towers, where the generated resources appears in the production ...
- Fri Jun 20, 2025 5:50 am
- Forum: Documentation Improvement Requests
- Topic: Improve runtime docs of TriggerEffectItem
- Replies: 0
- Views: 584
Improve runtime docs of TriggerEffectItem
Please take a look at TriggerEffectItem .
It is lacking all the extra fields that exist depending on the type, which are well documented for prototype stage. I don't know whether it's worth duplicating all that information, but it means that working with these in runtime stage currently doesn't ...
It is lacking all the extra fields that exist depending on the type, which are well documented for prototype stage. I don't know whether it's worth duplicating all that information, but it means that working with these in runtime stage currently doesn't ...
- Fri Jun 20, 2025 5:35 am
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 1588
Re: runtime access to fusion reactor/generator properties
Fluid usage is here: https://lua-api.factorio.com/latest/classes/LuaEntityPrototype.html#get_fluid_usage_per_tick
Neighbor connectable I didn't include - what's the point in having it?
Fluid usage works for fusion generator (even though the documentation doesn't say so) but always returns nil ...
- Thu Jun 19, 2025 8:28 pm
- Forum: Implemented mod requests
- Topic: LuaItemPrototype::get_module_effects(quality?)
- Replies: 1
- Views: 373
LuaItemPrototype::get_module_effects(quality?)
There is LuaItemPrototype::module_effects , but it is very difficult to properly calculate the effects of a module with given quality due to integer math and rounding going on. This problem got more serious with the addition of QualityPrototype::default_modifier . It's very difficult to reproduce ...
- Thu Jun 19, 2025 8:20 pm
- Forum: Implemented mod requests
- Topic: Reading (fuel) inventory filter of ghosts
- Replies: 1
- Views: 610
Re: Reading (fuel) inventory filter of ghosts
Implemented in 2.0.56 with the addition of LuaEntity::get_inventory_filter
- Thu Jun 19, 2025 8:18 pm
- Forum: Implemented mod requests
- Topic: runtime access to fusion reactor/generator properties
- Replies: 8
- Views: 1588
Re: runtime access to fusion reactor/generator properties
I still can't find these properties:
- FusionReactorPrototype.neighbour_connectable
- FusionReactorPrototype.max_fluid_usage
- Fri Jun 13, 2025 6:16 pm
- Forum: Resolved Requests
- Topic: Outdated information in LuaEntityPrototype.is_building
- Replies: 1
- Views: 476
Outdated information in LuaEntityPrototype.is_building
https://lua-api.factorio.com/latest/cla ... s_building
The list does not contain any of the space age building types, but they are buildings and are accepted by https://lua-api.factorio.com/latest/typ ... Flags.html "buildable-type"
The list does not contain any of the space age building types, but they are buildings and are accepted by https://lua-api.factorio.com/latest/typ ... Flags.html "buildable-type"
- Mon Jun 09, 2025 2:46 pm
- Forum: Implemented mod requests
- Topic: runtime access to asteroid collector arms
- Replies: 1
- Views: 428
runtime access to asteroid collector arms
I'd like to have access to these properties in runtime stage:
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_base
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_quality_scaling
https://lua-api.factorio.com/latest ...
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_base
https://lua-api.factorio.com/latest/prototypes/AsteroidCollectorPrototype.html#arm_count_quality_scaling
https://lua-api.factorio.com/latest ...