Search found 87 matches

by SWeini
Sat May 23, 2026 6:35 am
Forum: Bug Reports
Topic: [2.0.77] Trouble updating mods with new dependencies
Replies: 0
Views: 133

[2.0.77] Trouble updating mods with new dependencies

If you have "Automatically enable new mods" disabled, the process of updating mods can lead to mods not loading correctly.

Scenario:
mod A 1.0 (installed and active)
mod A 2.0 (newer version available on mod portal)
mod B 1.0 (available on mod portal, was never installed before, required dependency ...
by SWeini
Sun May 10, 2026 3:07 pm
Forum: Not a bug
Topic: [2.0.76] Inserter order disturbed by mod update
Replies: 1
Views: 234

[2.0.76] Inserter order disturbed by mod update

Normally multiple inserters (A,B) on the same building move in alternating order, (ABABABAB...). After a mod update the game forgot where it was end I ended up with ABABA A BABAB...

This might sound like a minor bug to you, but in my circumstances it is pretty big. I'm playing Ultracube, and ...
by SWeini
Sat May 09, 2026 4:43 pm
Forum: Modding interface requests
Topic: Need a way to keep track of ghosts that are build using robots
Replies: 5
Views: 362

Re: Need a way to keep track of ghosts that are build using robots

Status update: I got it working, see https://mods.factorio.com/mod/sw-entity-tracker
The tracking in action can be found here: https://mods.factorio.com/mod/sw-rates- ... /changelog

However, I will gladly simplify the functionality if the API is changed according to what I proposed.
by SWeini
Sat May 09, 2026 2:57 pm
Forum: Modding interface requests
Topic: Need a way to keep track of ghosts that are build using robots
Replies: 5
Views: 362

Re: Need a way to keep track of ghosts that are build using robots


Add an event for when entities change due to a blueprint being pasted. This could be much larger than just changes in tags - also control behavior, modules, ...

You can use Blueprint manipulation library to achieve this. It has a function that maps blueprint entities to the entities they ...
by SWeini
Sat May 09, 2026 2:50 pm
Forum: Modding interface requests
Topic: Need a way to keep track of ghosts that are build using robots
Replies: 5
Views: 362

Re: Need a way to keep track of ghosts that are build using robots



... however when the ghosts are build by construction bots I lose track of them (the entity has a new unit_number).


They do not have new unit numbers. The same unit number of the entity while in ghost form is used when built by robots. You simply aren't reading the actual entity unit number ...
by SWeini
Sat May 09, 2026 11:44 am
Forum: Modding interface requests
Topic: Need a way to keep track of ghosts that are build using robots
Replies: 5
Views: 362

Need a way to keep track of ghosts that are build using robots

With my mod a player can select entities (including ghosts), and then configure stuff. Currently I store the unit_number of the selected entities, however when the ghosts are build by construction bots I lose track of them (the entity has a new unit_number). So when working with a ghost build that ...
by SWeini
Sat May 09, 2026 7:14 am
Forum: Resolved Requests
Topic: LuaRecord read-only information
Replies: 1
Views: 192

LuaRecord read-only information

From https://lua-api.factorio.com/latest/classes/LuaRecord.html

Records in the "my blueprints" shelf are read-only, but records in the "game blueprints" shelf are read/write.

I'm absolutely able to modify records in "my blueprints" inside the on_player_setup_blueprint event. Is this piece of ...
by SWeini
Sun May 03, 2026 3:48 pm
Forum: Resolved Requests
Topic: 404 on "Direction" link from prototype explorer
Replies: 1
Views: 164

404 on "Direction" link from prototype explorer

click at Direction (here seen on pipe) leads to 404 (https://lua-api.factorio.com/latest/typ ... ction.html), please change
05-03-2026, 17-47-52.png
05-03-2026, 17-47-52.png (152.11 KiB) Viewed 164 times
by SWeini
Sat Apr 11, 2026 6:34 am
Forum: Technical Help
Topic: Performance in map view
Replies: 4
Views: 616

Re: Performance in map view

Maybe alt-mode was the wrong technical term, I meant the recipe icons in map view. They make such a huge difference when trying to visually find stuff, so I don't really want to disable those.

Unfortunately they cost performance in map view even if zoomed in and I don't see a single one of those ...
by SWeini
Fri Apr 10, 2026 8:56 pm
Forum: Technical Help
Topic: Performance in map view
Replies: 4
Views: 616

Re: Performance in map view

I did some testing, and you are right, disabling all map view options did help. Unfortunately it's difficult to live without ALT-mode in map view, and that option was responsible for the largest part of the extra update time.

Really sad that I have to pay that performance cost even when zoomed in ...
by SWeini
Fri Apr 10, 2026 4:59 am
Forum: Technical Help
Topic: Performance in map view
Replies: 4
Views: 616

Performance in map view

I have a very large base (100x science multiplier) where every bit of performance matters. Nowadays I mostly work from map view, but going into map view (looking at the same location with the same zoom) causes ~1.7ms of update time continuously, which is already 10% of the available budget. Since I ...
by SWeini
Fri Apr 10, 2026 4:46 am
Forum: Technical Help
Topic: Performance issue with trains and unreachable train stops
Replies: 0
Views: 378

Performance issue with trains and unreachable train stops

I have a very large base (100x science multiplier) using vanilla trains using parameters (2.7k trains, 2.9k stations).
Vanilla trains go to a loading station (all named the same), then go to an unloading station based on its cargo content using the item parameter.

Everything runs fine (just enough ...
by SWeini
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: 467

Simplify item logistics when recipe has an item both as ingredient and product

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 ...
by SWeini
Wed Dec 10, 2025 5:18 pm
Forum: Modding interface requests
Topic: Better support for "wind"
Replies: 1
Views: 413

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 ...
by SWeini
Wed Dec 10, 2025 5:08 pm
Forum: Modding interface requests
Topic: defines.event.on_entity_crafting_complete
Replies: 7
Views: 3448

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 ...
by SWeini
Wed Dec 10, 2025 4:59 pm
Forum: Modding interface requests
Topic: Visual portals to other surfaces
Replies: 0
Views: 419

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 ...
by SWeini
Wed Dec 10, 2025 4:39 pm
Forum: Modding interface requests
Topic: Improved global effects
Replies: 0
Views: 404

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 ...
by SWeini
Wed Dec 10, 2025 7:57 am
Forum: Modding interface requests
Topic: Alternative technology prerequisite
Replies: 1
Views: 438

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 ...
by SWeini
Wed Dec 10, 2025 7:44 am
Forum: Ideas and Suggestions
Topic: Alternative recipe ingredients
Replies: 1
Views: 726

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 ...
by SWeini
Tue Jul 15, 2025 3:47 pm
Forum: Pending
Topic: [2.0.60] super-force-paste preview incorrect
Replies: 1
Views: 705

[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 ...

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