Search found 162 matches

by PennyJim
Sun May 17, 2026 8:22 pm
Forum: Resolved Requests
Topic: Recipe ingredient count limitation
Replies: 2
Views: 147

Re: Recipe ingredient count limitation

After some sleuthing (and someone actually looking at the rest of the documentation), we found the two smoking guns

1. The wiki edit that added this field that's clearly about individual ingredient amounts:
https://wiki.factorio.com/index.php?title=Prototype%2FRecipe&diff=151568&oldid=150595
Credit ...
by PennyJim
Sun May 17, 2026 8:04 pm
Forum: Resolved Requests
Topic: Recipe ingredient count limitation
Replies: 2
Views: 147

Recipe ingredient count limitation

The ingredients list the limitation for the "amount" of ingredients.

This is confusing because the ItemIngredientPrototype themselves list that limitation by value of their types being listed as uint16. So I assumed it was referring to the number of *different* ingredients (albeit a little poorly ...
by PennyJim
Mon Apr 06, 2026 3:24 am
Forum: Implemented mod requests
Topic: Force-based alert creation
Replies: 4
Views: 453

Re: Force-based alert creation

Theoretically having the engine iterate over the force players would be faster than a mod asking the engine to build a list of connected players and iterating it in Lua.

But this would also save from developers forgetting that they can pass the same table to each call and accidentally recreating it ...
by PennyJim
Mon Mar 16, 2026 3:58 am
Forum: Resolved Requests
Topic: EventData "tick" field should be uint64 type
Replies: 5
Views: 836

Re: EventData "tick" field should be uint64 type

quyxkh wrote: Sun Mar 15, 2026 5:48 pm Maybe they've got a special prize in the code for anybody who gets a map that far? That'd be funny anyway.
There is in fact a reason they upped the tick to uint64 (even though Lua would have problems with it after enough time)
https://www.factorio.com/blog/post/fff-388
by PennyJim
Fri Mar 06, 2026 2:20 am
Forum: Modding interface requests
Topic: [2.0.76] Could sprite and animation prototypes be added to prototypes?
Replies: 2
Views: 464

Re: [2.0.76] Could sprite and animation prototypes be added to prototypes?

What fields would even be on the LuaPrototypes? Graphics definitions aren't readable an other other prototype.

On the other hand, we need a is_valid_animation_path to match the is_valid_sprite_path because we can't currently validate random strings as valid animations. (Validating data from ModData)
by PennyJim
Tue Feb 17, 2026 12:07 am
Forum: Modding interface requests
Topic: Add item_stack to on_mod_item_opened
Replies: 6
Views: 695

Re: Add item_stack to on_mod_item_opened

Wouldn't it make sense to pass the item_number, if one exists? It wouldn't perfectly get the item that was opened since not all have them, but wouldn't it cover most cases where people actually care about the item, since it's usually those that have data tied to them?
by PennyJim
Sun Jan 25, 2026 7:50 pm
Forum: Resolved Requests
Topic: ProgressBarStyleSpecification::bar_width is confusingly named
Replies: 1
Views: 400

ProgressBarStyleSpecification::bar_width is confusingly named

So please at least add a description to it (and the LuaStyle) to indicate that it's the progress bar's "thickness" instead.

I only figured it out after looking at the base game's code comments. I spent too long not looking at the base progress bar style because I was trying to make it mimic another ...
by PennyJim
Sat Jan 10, 2026 9:26 pm
Forum: Implemented mod requests
Topic: New TriggerEffectItem for Creating Pollution
Replies: 2
Views: 455

Re: New TriggerEffectItem for Creating Pollution

Affecting pollution via triggers just seems to make sense to me +1

Though I'd type it as "pollute" to keep the possibility of it absorbing pollution instead
by PennyJim
Sun Nov 30, 2025 12:16 am
Forum: Bug Reports
Topic: [2.0.72] Fusion reactor output fluid temperature tooltip can be poorly formatted
Replies: 0
Views: 373

[2.0.72] Fusion reactor output fluid temperature tooltip can be poorly formatted

This is such a minor bug, but a bug it still is. With just the right length of name, the fusion reactor output fluid temperature tooltip field will wrap, but the value doesn't align to the bottom
11-29-2025, 17-05-22.png

Because the convention (from a boiler) is that it doesn't mention the fluid ...
by PennyJim
Sun Nov 23, 2025 6:07 pm
Forum: Modding interface requests
Topic: Make 'maximum per surface' a generic entity property
Replies: 3
Views: 533

Re: Make 'maximum per surface' a generic entity property

+1, while I prefer mine (127039), getting it in any form would be nice
by PennyJim
Tue Oct 28, 2025 4:35 am
Forum: Modding interface requests
Topic: Include player information in errors
Replies: 1
Views: 338

Include player information in errors

I've seen a handful of mod bug reports where a player related event errors on a server, and people struggle to really explain what would have caused it because they aren't sure who caused it.

I'm proposing that for events related to a player (any that have a player_index), the ID and username of ...
by PennyJim
Tue Oct 28, 2025 12:30 am
Forum: Documentation Improvement Requests
Topic: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
Replies: 4
Views: 984

Re: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output

Then this should be moved to Documentation Improvements so we can ask for that to be mentioned.
Something like:

Note: setting a non-zero value while it's zero will start a normal craft free of cost and irrespective of recipe quality. Set result_quality to have another quality result.


I'm not ...
by PennyJim
Fri Oct 24, 2025 12:49 am
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 4139

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I think I'm actively opposed to requiring categories. The vast majority of modders and recipes don't want anything other than the current default behavior (in my opinion).
I don't think modders currently even consider the category unless they specifically want something other than the default. As ...
by PennyJim
Wed Oct 22, 2025 8:33 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 4139

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I was under the impression that the latter of A was already going to happen (merging the fields).

And I do think I prefer a default of {"crafting"}. My question is, how would it behave if you were to give it {}?
I went and checked the machine, and it errors without any crafting categories, so I ...
by PennyJim
Wed Oct 22, 2025 6:29 pm
Forum: Documentation Improvement Requests
Topic: LuaHelpers Docs only in Runtime Stage
Replies: 2
Views: 829

Re: LuaHelpers Docs only in Runtime Stage

It is listed as one of the main global objects on the prototype index

Not sure there's a good way to make them show up in the search..
by PennyJim
Mon Oct 20, 2025 3:50 am
Forum: Already exists
Topic: In-place fast_replace for create_entity
Replies: 3
Views: 819

Re: In-place fast_replace for create_entity

If it can be made a "mode" type parameter where you can make it mark the replaced entity for deconstruction instead, then it could be manually destroyed without letting the user (or their bots) have a chance to actually mine it.

This would also be a possible fix for a bad bug I have in my mod that ...
by PennyJim
Mon Oct 20, 2025 3:40 am
Forum: Modding interface requests
Topic: Targeted Fast Replace
Replies: 1
Views: 492

Targeted Fast Replace

I currently have a pretty bad bug in the mod Wide Containers . I previously tried 'fixing' one of the causes with a bug report: https://forums.factorio.com/130389
But it's been understandably deemed "not a bug".

Because the actual root of my issue was the LuaSurface::create_entity fast replace ...
by PennyJim
Sun Oct 19, 2025 10:19 pm
Forum: Modding interface requests
Topic: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
Replies: 7
Views: 992

Re: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)

It would require a big warning that they don't update until the inserters themselves update, otherwise I'm confident people would bug report it
(And some probably still will with it, but at just we can tap the sign)
by PennyJim
Tue Oct 14, 2025 10:57 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 1172

Re: [Suggestion] Changes to auto recycle


As modder you can change recycling recipe generation yourself however you want.
It's not done in game engine, everything (except using specific recipe category) is done in lua.


While it is in Lua, it's not as if you can just change the code from another mod.
You can undo said changes, but we ...

Go to advanced search