Search found 376 matches
- Mon Nov 10, 2025 5:53 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 21
- Views: 1255
Re: Disable quality chances per item in a recipes results
Edit2: UI for the different slots would be a duplicate of the output slots, but with the wildcard quality icon on each possible output - or perhaps the recipe's "base quality" with a greater-than/less-than next to it. An additional advantage of this is that it could clearly communicate what ...
- Mon Nov 10, 2025 5:47 am
- Forum: Modding interface requests
- Topic: Equipment Grid EEI
- Replies: 1
- Views: 60
- Mon Nov 10, 2025 5:42 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1327
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Keeping it list is fine here in my opinion.
Setting the default to a list that just has "crafting" is a good option for backwards compatibility. I don't know if I'd want it to be "either a string, or an array" for full backwards compatibility.
It wouldn't be 'String or array[String]', the ...
- Sun Nov 09, 2025 5:25 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 21
- Views: 1255
Re: Disable quality chances per item in a recipes results
Of course these would need to respect what quality levels are supported (and possibly unlocked) so a normal quality recipe bumped by -1 would result in normal items, and a legendary recipe bumped +1 would result in legendary items.
Or those recipe variants just aren't available. To reduce ...
- Sun Nov 09, 2025 12:41 am
- Forum: Modding interface requests
- Topic: LuaPlayer.in_space_map
- Replies: 0
- Views: 95
LuaPlayer.in_space_map
As in title, boolean read from player to check if they are currently viewing the space map. Currently there's no way to know this information unless you use some very hacky workarounds.
- Sun Nov 09, 2025 12:19 am
- Forum: Modding interface requests
- Topic: "not-in-mined-by" flag
- Replies: 1
- Views: 67
- Sun Nov 09, 2025 12:18 am
- Forum: Modding interface requests
- Topic: Heat pipe and power pole connection masks
- Replies: 4
- Views: 262
Re: Heat pipe and power pole connection masks
To be honest a lot of this sounds like breaking changes, i dont see any of it happening before 2.1 (although i love to be proven wrong)
- Sun Nov 09, 2025 12:14 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 21
- Views: 1255
Re: Disable quality chances per item in a recipes results
Another option for the quality settings per output (although unlikely due to the handcrafting issues mentioned, but they could be ignored as intermediates when considered for the crafting queue) would be an int 'bump_level' which would be the change to the current quality level. 0 would operate like ...
- Fri Nov 07, 2025 6:22 am
- Forum: Modding interface requests
- Topic: An API to add new button to the minimap side menu.
- Replies: 3
- Views: 165
Re: An API to add new button to the minimap side menu.
+1, I'd like a way to specify if it should show up in remote/normal/both views.
- Fri Nov 07, 2025 3:45 am
- Forum: Modding interface requests
- Topic: Allow mining drills to support multiple output fluid boxes
- Replies: 0
- Views: 78
Allow mining drills to support multiple output fluid boxes
Since the minable properties of entities are a table of results, and since there can be multiple fluid results, you can encounter the case of a pumpjack type mining drill 'mining' multiple different fluids. In this case it only mines one fluid and ignores the rest. I would like mining drills to be ...
- Fri Nov 07, 2025 3:27 am
- Forum: Modding interface requests
- Topic: Allow Tile Prototypes to specify a mining result like resources
- Replies: 0
- Views: 72
Allow Tile Prototypes to specify a mining result like resources
tldr allow offshore pumps to work like mining drills, where they 'mine' from tiles just like resources. This would require tile prototypes to specify their mining result (different from minable) as array[ProductPrototype]. This would also mean that offshore pumps should support item outputs. In this ...
- Fri Nov 07, 2025 3:12 am
- Forum: Modding interface requests
- Topic: Support for Heat as an Ingredient/Product prototype
- Replies: 0
- Views: 91
Support for Heat as an Ingredient/Product prototype
I'd like support for Heat as an ingredient/product in recipes. Realistically a 2.1 feature, I've outlined what the full features would likely be, although reduced features for an earlier initial implementation would be nice.
IngredientPrototype:
temperature - how many degrees C to remove per ...
IngredientPrototype:
temperature - how many degrees C to remove per ...
- Fri Nov 07, 2025 3:07 am
- Forum: Modding interface requests
- Topic: Probability based burnt output result
- Replies: 3
- Views: 542
- Fri Nov 07, 2025 2:24 am
- Forum: Modding interface requests
- Topic: Heat pipe and power pole connection masks
- Replies: 4
- Views: 262
Re: Heat pipe and power pole connection masks
I imagine it would be one global network for each type of connection category, then each entity connects to every network that it is compatible with.
- Thu Oct 30, 2025 4:46 pm
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 462
Re: Gui element that shows script inventory
That would be a very nice builtin GUIrobot256 wrote: Thu Oct 30, 2025 11:39 am Ah so the request is specifically for a GUI element that behaves like a container GUU and can be embedded inside a more complex custom GUI than a typical container GUI. That's why I asked about an example application.
- Tue Oct 28, 2025 9:46 pm
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 18
- Views: 11850
Re: [0.18.18] Consumption graph inaccurate with modded lab.
I just confirmed, the tool-combining not showing in consumption is still an issue in 2.0.72
Potential solution: when the logic for combining items is triggered, use that to add 1 to the consumption graph.
That was already discussed in the past. The logic has no context for which player/force ...
- Tue Oct 28, 2025 6:59 pm
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 18
- Views: 11850
Re: [0.18.18] Consumption graph inaccurate with modded lab.
I just confirmed, the tool-combining not showing in consumption is still an issue in 2.0.72
Potential solution: when the logic for combining items is triggered, use that to add 1 to the consumption graph.
Potential solution: when the logic for combining items is triggered, use that to add 1 to the consumption graph.
- Tue Oct 28, 2025 4:47 am
- Forum: Modding interface requests
- Topic: Include player information in errors
- Replies: 1
- Views: 152
Re: Include player information in errors
+1, very useful for serverlogging errors
- Sat Oct 25, 2025 2:41 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1327
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Unified vs not isn’t really the question here, it’s *if unified* how should it work when it comes to the default value and the crafting category - that’s the more “no solid good option” question.
I am of the opinion that a default category (crafting) is the best option. Less overhead required ...
- Sat Oct 25, 2025 2:39 am
- Forum: Modding interface requests
- Topic: Non-rectangular buildings
- Replies: 3
- Views: 344
Re: Non-rectangular buildings
No. Factorio is specifically optimized to work with rectangular objects on an orthogonal grid. Support for non-rectangular objects will not be happening due to the sheer number of edge cases.
If you want it to look more natural, the graphics should be adjusted to not have empty space.
If you want it to look more natural, the graphics should be adjusted to not have empty space.