Search found 515 matches

by protocol_1903
Tue Jun 30, 2026 5:01 pm
Forum: Bug Reports
Topic: [2.1.9] Freeze when confirming mod selection while debugger is attached
Replies: 0
Views: 31

[2.1.9] Freeze when confirming mod selection while debugger is attached

Game freezes when launched from debugger, mod menu is selected, mods are selected, and confirmed. I had just reopened the instance after updating from 2.1.8 to 2.1.9.


Open factorio using the FMTK VSCode extension
Open the mods menu
Search for Downgrade Port mod, select
Search for Meltdown ...
by protocol_1903
Sat Jun 27, 2026 11:07 pm
Forum: Modding interface requests
Topic: recommended and load order independent (+~) dependencies
Replies: 1
Views: 89

Re: recommended and load order independent (+~) dependencies

+1, although this feels like a convoluted method of recreating optional dependencies
by protocol_1903
Sat Jun 27, 2026 11:06 pm
Forum: Modding interface requests
Topic: `allow_blueprint_reorientation` flag/boolean for `SimpleEntityWithOwner` et al.
Replies: 1
Views: 90

Re: `allow_blueprint_reorientation` flag/boolean for `SimpleEntityWithOwner` et al.

+1, even a simple 'allow-rotation' flag would be appreciated, even if it just shifts an internal value that has no gameplay effect
by protocol_1903
Tue Jun 16, 2026 1:41 am
Forum: Modding interface requests
Topic: "planet" event filter for entity-related events
Replies: 2
Views: 210

Re: "planet" event filter for entity-related events

If planet is too specific, maybe surfaceID. But I feel that planet is more likely to be added.
by protocol_1903
Sat Jun 13, 2026 10:23 pm
Forum: Modding interface requests
Topic: [2.0] Forcing visible fluidboxes
Replies: 2
Views: 218

Re: [2.0] Forcing visible fluidboxes

a non-fluid recipe validates the "no fluid recipe" requirement because its not a fluid recipe. perhaps instead it should be fluid_boxes_always_on?
by protocol_1903
Sat Jun 13, 2026 10:21 pm
Forum: Modding interface requests
Topic: Let techs modify buildings (mod support)
Replies: 3
Views: 285

Re: Let techs modify buildings (mod support)

It'd be better if you ask for specific stats instead of generically, they're not all handled the same internally. Which ones did you have in mind?
by protocol_1903
Sat Jun 06, 2026 9:56 pm
Forum: Modding interface requests
Topic: Custom quality scaling for science packs
Replies: 2
Views: 280

Re: Custom quality scaling for science packs

+1, even being able to set the durability scaling per-prototype instead of per-quality level would be nice.
by protocol_1903
Sat Jun 06, 2026 1:57 am
Forum: Resolved Requests
Topic: New example on Mods page
Replies: 3
Views: 255

Re: New example on Mods page

+1
by protocol_1903
Sun May 31, 2026 1:12 am
Forum: Implemented mod requests
Topic: Event for starmap opened
Replies: 4
Views: 626

Re: Event for starmap opened

As noted by one of the devs somewhere I can't remember, the starmap is not part of the gamestate so events can't be created for it and it's state can't be polled. Perhaps LuaPlayer.close_starmap(), similar to the method for the research tree UI, so that custom starmaps can be used?
by protocol_1903
Sun May 24, 2026 5:51 pm
Forum: Won't implement
Topic: Overwrite dependency incompatibility
Replies: 31
Views: 2661

Re: Overwrite dependency incompatibility


The only case where the proposal might have value is for abandoned mods with restrictive licenses that forbid forks even for the sake of compatibility and redistribution on the mod portal, of which there are very few. Out of the top 50 mods there are literally only 2 mods that allow forks and ...
by protocol_1903
Sat May 23, 2026 10:47 pm
Forum: Won't implement
Topic: Overwrite dependency incompatibility
Replies: 31
Views: 2661

Re: Overwrite dependency incompatibility


He probably meant the current incompatibility feature that the game pushes you to use, not the hypothetical overwrite dependency feature. Right now there's only hard incompatibility, or nothing, which is a really bad feature. I'm not even sure what the point of the game enforcing it is, what's the ...
by protocol_1903
Sat May 23, 2026 2:49 am
Forum: Won't implement
Topic: Overwrite dependency incompatibility
Replies: 31
Views: 2661

Re: Overwrite dependency incompatibility


There is a big difference between a mod author really wanted to prevent you from using a mod, and using a base feature that a game push you to use.


Correct. But most of the developers I know create those incompatibilities for good reason, not trivial "I don't want you to use your mod with mine ...

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