Search found 442 matches

by protocol_1903
Tue Jan 20, 2026 7:42 pm
Forum: Modding interface requests
Topic: Dependency flag for loading before another mod
Replies: 2
Views: 117

Dependency flag for loading before another mod

Currently, we only have flags for loading after another mod or whenever the load order feels like it. I'd like a way to specify loading before another mod. This fixes the issue of mods using 'zz' in their mod name just to load after other mods, but it requires those mods to use lazy dependencies to ...
by protocol_1903
Tue Jan 20, 2026 7:38 pm
Forum: Modding interface requests
Topic: Prototype flag for damage immunity
Replies: 2
Views: 154

Re: Prototype flag for damage immunity

curiosity wrote: Tue Jan 20, 2026 11:15 am trigger_target_mask?
No, they can still take proxy damage (fire, explosions)
by protocol_1903
Tue Jan 20, 2026 4:56 am
Forum: Bug Reports
Topic: [2.0.73] Assembling machine with too many module slots and a large enough recipe will not render recipe ingredients
Replies: 0
Views: 158

[2.0.73] Assembling machine with too many module slots and a large enough recipe will not render recipe ingredients

As in title. If you have a crafting machine that has too many module slots (in this case 200) and the recipe is large enough to wrap to more than one line, it will no longer render on the GUI. The scrollbar for module slots will always exist. Note that if the GUI scale is decreased, such that the ...
by protocol_1903
Tue Jan 20, 2026 4:23 am
Forum: Fixed for 2.1
Topic: [2.0.73] Buildings with fixed_recipe show up as able to craft other recipes in factoriopedia
Replies: 1
Views: 194

[2.0.73] Buildings with fixed_recipe show up as able to craft other recipes in factoriopedia

As in title, assembling machines that have fixed_recipe specified on the prototype show up as able to craft other recipes in factoriopedia, both when viewing the entity and other recipes of the supported crafting category. This is greatly confusing to players when they attempt to use a building that ...
by protocol_1903
Tue Jan 20, 2026 1:20 am
Forum: Modding interface requests
Topic: Prototype flag for damage immunity
Replies: 2
Views: 154

Prototype flag for damage immunity

A flag or boolean on EntityWithHealthPrototype and its children that specifies that it is not possible of taking damage. Or, just flips LuaEntity.destructible automatically when it's created. On that note, is it possible to add a flag for each of the options on extended entity settings on the ...
by protocol_1903
Tue Jan 20, 2026 12:59 am
Forum: Ideas and Suggestions
Topic: Asteroid collector blacklist filter or target priorities
Replies: 10
Views: 1321

Re: Asteroid collector blacklist filter or target priorities


Isnt that the idea of a filter to selectively pick items based on needs. If the needs of the spaceship change then the filter should also change.


Yes. Those needs are not always static. There's a reason you can just set filters and leave them be and not have to have a constant combinator hooked ...
by protocol_1903
Thu Jan 15, 2026 1:14 am
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 186
Views: 137387

Re: pY Alternative Energy - Discussion


Hey, so is it me or is the Coal Power Plant wildly OP? I'm playing Py for the first time in a long time, and my buddies and I just unlocked Coal Power Plant with molten salt. If I'm doing my math right, it consumes something like 10MW worth of coal (or other burnables) and spits out around 100MW ...
by protocol_1903
Tue Jan 13, 2026 8:33 pm
Forum: Modding interface requests
Topic: expose max_belt_stack_size for inserters at runtime stage
Replies: 3
Views: 216

Re: expose max_belt_stack_size for inserters at runtime stage

I believe that's because inserter's stacking abilities are derived from the currently researched stack size and the inserter's hand size. If it's holding 6 items and the stack size is 2 it will create stack sizes of 2. It doesn't make sense to set the stack size via script/on the inserters like you ...
by protocol_1903
Tue Jan 13, 2026 5:25 pm
Forum: Modding interface requests
Topic: [2.0] Non-consumption Inputs
Replies: 4
Views: 295

Re: [2.0] Non-consumption Inputs


maybe take a look at pyanodons mods, production buildings like the moss farm or tree farm.
there are catalyst items but instead of being in the recipe, they are actually modules that increase the crafting speed of the building. without any "catalysts" the building will produce nothing because the ...
by protocol_1903
Mon Jan 12, 2026 11:34 pm
Forum: Modding interface requests
Topic: Way for construction bots/blueprints to see past >1 landfill layer?
Replies: 3
Views: 273

Re: Way for construction bots/blueprints to see past >1 landfill layer?

Sorry, i meant foundation. Couldn't remember what it was called.

Having done some work with custom space scaffolding i know this affects landfill-like tiles, you might need to set it on the water tile to get it to work properly. From my previous testing it has no effects on existing tiles from ...
by protocol_1903
Sun Jan 11, 2026 7:18 pm
Forum: Modding interface requests
Topic: Way for construction bots/blueprints to see past >1 landfill layer?
Replies: 3
Views: 273

Re: Way for construction bots/blueprints to see past >1 landfill layer?

My guess is this happens because it doesn't detect the new landfill tile as a type of landfill. Does your tile have the 'foundation' property or whatever it was?
by protocol_1903
Sun Jan 11, 2026 6:15 pm
Forum: Modding interface requests
Topic: LuaCircuitNetwork.signals_changed
Replies: 16
Views: 3938

Re: LuaCircuitNetwork.signals_changed



I'm working on a mod library for this use case since i doubt it will see proper implementation in the engine. Will be coming soon, hopefully.

mod link for those interested


I appreciate your determination.
However, the whole purpose for this request is to not perform on_tick events for each ...
by protocol_1903
Thu Jan 08, 2026 6:02 am
Forum: Modding interface requests
Topic: LuaCircuitNetwork.signals_changed
Replies: 16
Views: 3938

Re: LuaCircuitNetwork.signals_changed

I'm working on a mod library for this use case since i doubt it will see proper implementation in the engine. Will be coming soon, hopefully.

mod link for those interested
by protocol_1903
Tue Jan 06, 2026 4:29 am
Forum: Modding interface requests
Topic: a way to ensure quality (or any mod) is loaded at the last possible moment
Replies: 7
Views: 565

Re: a way to ensure quality (or any mod) is loaded at the last possible moment


So if such a thing existed how would the game handle when two mods ask to be loaded “last”?


I rather think that it should be mod A asking to be loaded specifically before mod B as opposed to after. The rest of the mod order sorts itself out as normal.


Example of thing current situation make ...
by protocol_1903
Sat Jan 03, 2026 4:01 am
Forum: Modding interface requests
Topic: Multistage technology triggers
Replies: 4
Views: 369

Re: Multistage technology triggers

The request is both for compactness, understandibility, and ease of use. No user is going to see two of the same tech side by side and immediately think that they can do either one, they're going to think its a bug. Rightfully so, who sees two identical things that should be merged but aren't and ...
by protocol_1903
Fri Jan 02, 2026 5:12 am
Forum: Modding interface requests
Topic: Multistage technology triggers
Replies: 4
Views: 369

Multistage technology triggers

I'm wondering if it's possible to have tech triggers have multiple stages to them. By stages, I mean you have to complete trigger A before trigger B before trigger C before unlocking the technology. This could be something like crafting 3 different items, or 3 different scripted triggers. A better ...

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