Search found 442 matches
- Thu Jan 22, 2026 4:42 pm
- Forum: Modding interface requests
- Topic: Beacon categories for checking the beacon_counter
- Replies: 1
- Views: 297
- Tue Jan 20, 2026 8:52 pm
- Forum: Modding interface requests
- Topic: Suggested / Compatibility / Integration type flag for mod developers
- Replies: 4
- Views: 182
- 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 ...
- 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
No, they can still take proxy damage (fire, explosions)
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Sun Jan 18, 2026 7:40 pm
- Forum: Modding interface requests
- Topic: Technology research_trigger to have multiple triggers.
- Replies: 1
- Views: 142
Re: Technology research_trigger to have multiple triggers.
Related/duplicate: viewtopic.php?t=132251
- 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 ...
- Tue Jan 13, 2026 8:36 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
Gotcha, sorry i had the wrong idea. +1
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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?
- 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 ...
- 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
mod link for those interested
- 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 ...
- 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 ...
- 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 ...