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 ...
Search found 162 matches
- Sun May 17, 2026 8:22 pm
- Forum: Resolved Requests
- Topic: Recipe ingredient count limitation
- Replies: 2
- Views: 147
- 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 ...
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 ...
- 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 ...
But this would also save from developers forgetting that they can pass the same table to each call and accidentally recreating it ...
- 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
There is in fact a reason they upped the tick to uint64 (even though Lua would have problems with it after enough time)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.
https://www.factorio.com/blog/post/fff-388
- 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)
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)
- 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?
- 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 ...
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 ...
- 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
Though I'd type it as "pollute" to keep the possibility of it absorbing pollution instead
- 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 ...
11-29-2025, 17-05-22.png
Because the convention (from a boiler) is that it doesn't mention the fluid ...
- Sun Nov 23, 2025 6:18 pm
- Forum: Documentation Improvement Requests
- Topic: LuaItemPrototype.PlaceAsTileResult and ItemPrototype.place_as_tile
- Replies: 2
- Views: 712
Re: LuaItemPrototype.PlaceAsTileResult and ItemPrototype.place_as_tile
Well it is documented. There's just no description of how it works, which is what I think you mean and want.
https://lua-api.factorio.com/latest/con ... esult.html
https://lua-api.factorio.com/latest/pro ... ce_as_tile
https://lua-api.factorio.com/latest/con ... esult.html
https://lua-api.factorio.com/latest/pro ... ce_as_tile
- 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
- 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 ...
I'm proposing that for events related to a player (any that have a player_index), the ID and username of ...
- 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 ...
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 ...
- 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 ...
I don't think modders currently even consider the category unless they specifically want something other than the default. As ...
- 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 ...
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 ...
- 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..
Not sure there's a good way to make them show up in the search..
- 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 ...
This would also be a possible fix for a bad bug I have in my mod that ...
- 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 ...
But it's been understandably deemed "not a bug".
Because the actual root of my issue was the LuaSurface::create_entity fast replace ...
- 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)
(And some probably still will with it, but at just we can tap the sign)
- 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 ...