When crafting basic circuits in a tier 3 assembler with 4 prod 2 modules (6% each, +24% total) after inputting the materials for 1000 circuits the crafts finished on the machine show 1239 instead of 1240, and the progress bar is at 99%.
Testing for up to 1M crafts showed no drop below 99% on the ...
Search found 24 matches
- Wed Feb 11, 2026 5:45 pm
- Forum: Duplicates
- Topic: [2.0.73] Productivity Module floating point error
- Replies: 1
- Views: 157
- Mon Jan 26, 2026 9:58 pm
- Forum: Technical Help
- Topic: [2.0.73][Modded][Resolved as Won't Fix] Recipe Path not found
- Replies: 1
- Views: 243
Re: [2.0.73][Modded][Resolved as Won't Fix] Recipe Path not found
So turns out (according to the devs) that this is a result of one of the involved mods (foliax) assuming that the default circuit recipe will not be used. Foliax is made to work as an alternative planet to start on, and thanks to that the original circuit recipe is assumed to be used less in hand ...
- Sun Jan 25, 2026 8:31 pm
- Forum: Technical Help
- Topic: [2.0.73][Modded][Resolved as Won't Fix] Recipe Path not found
- Replies: 1
- Views: 243
[2.0.73][Modded][Resolved as Won't Fix] Recipe Path not found
(I'm playing a modded save that renames copper cable to Electrical Cable (since one recipe makes it from aluminium). I'm unsure if that is relevant.)
When I'm trying to craft a Constant Combinator, it shows that it needs 5x Cable, 2x Circuit, but despite having a stack of copper plates and circuits ...
When I'm trying to craft a Constant Combinator, it shows that it needs 5x Cable, 2x Circuit, but despite having a stack of copper plates and circuits ...
- Thu Jun 19, 2025 1:22 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Top left aligned quality icons
- Replies: 4
- Views: 1147
Re: [Mod Request] Top left aligned quality icons
Well its either going to be 'invert the y value' or 'set x and y to 0' bc factorio anchors are either in the top left, or the center. I'm not sure where quality sets its own.
- Wed Jun 18, 2025 9:11 am
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 51
- Views: 8141
Re: QualityPrototype extended
Long story short? Ideally, manual access to everything in every prototype, or runtime-replacement for entities will simply stay a necessity. It is what I am doing for the quality rockets, but the problem with that is that it doesn't show up in the factoriopedia since it's not the same entity ...
- Mon Apr 14, 2025 9:20 am
- Forum: Modding interface requests
- Topic: Recipe Finished Trigger or Event
- Replies: 2
- Views: 607
Re: Recipe Finished Trigger or Event
There are other posts with this, but I have not seen one yet addressing the fact that SA essentially adds this event, whilst not having it available in base thanks to spoilage triggers. I just dont want to have to flag mods for SA because the only other way of tracking recipes finished by location I ...
- Sat Apr 12, 2025 2:03 pm
- Forum: Modding interface requests
- Topic: Recipe Finished Trigger or Event
- Replies: 2
- Views: 607
Recipe Finished Trigger or Event
I keep seeing people trying to have a way to trigger a script when a recipe finishes bound to a specific location. Most commonly, it's spoil_to_trigger, but the issue on that is that this requires SA.
As far as I'm aware the only other option is to check every machine that can craft the recipe ...
As far as I'm aware the only other option is to check every machine that can craft the recipe ...
- Sat Apr 12, 2025 11:59 am
- Forum: Modding interface requests
- Topic: Additional Star Map Anchors
- Replies: 0
- Views: 297
Additional Star Map Anchors
I've noticed a bunch of people trying to, or actually adding separate star systems via use of planets acting as the 'star' of the new system. My request is thus:
- Allow the definition of new 'Anchors' (Stars) at arbitrary locations
- Allow zooming in/out on the star map, where the 'anchors' would ...
- Allow the definition of new 'Anchors' (Stars) at arbitrary locations
- Allow zooming in/out on the star map, where the 'anchors' would ...
- Fri Apr 11, 2025 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.43] Singleplayer Hardlock w/ death camera
- Replies: 1
- Views: 1821
[2.0.43] Singleplayer Hardlock w/ death camera
Turns out that if you have the cursor over where the chat will print the green text that on hover shows your dead body when you die, the 'death' and the 'death-camera' pop up at once, and you become unable to interact with the game in any meaningful way.
Testing with another member of the discord ...
Testing with another member of the discord ...
- Thu Mar 13, 2025 8:47 pm
- Forum: Duplicates
- Topic: [2.0.39] Quality module quick insertion mismatch
- Replies: 0
- Views: 270
[2.0.39] Quality module quick insertion mismatch
Control-inserting items into a machine using quality modules prefers Q3-Normal over Q2-Uncommon, which means it prefers 2.5 over 2.6.
- Sun Dec 01, 2024 11:06 am
- Forum: Implemented mod requests
- Topic: Allow cargo pod scripting
- Replies: 7
- Views: 1925
Re: Allow cargo pod scripting
Isn't that the already landed pod?
- Sat Nov 30, 2024 11:46 am
- Forum: Implemented mod requests
- Topic: Allow cargo pod scripting
- Replies: 7
- Views: 1925
Allow cargo pod scripting
I'm trying to code 'deliveries' to/from another faction (cargo pods), but there seems to be no way to manually spawn in a cargo pod (LuaEntity can only force it to instantly ascend/descend).
My request is thus: Add a script function that allows spawning in a cargo pod along the lines of Surface ...
My request is thus: Add a script function that allows spawning in a cargo pod along the lines of Surface ...
- Fri Nov 15, 2024 9:30 am
- Forum: Modding interface requests
- Topic: Permanent result quality
- Replies: 0
- Views: 539
Permanent result quality
I want to make an item that upgrades quality which would be produced at cost, to bypass recycler-crafting machine loops. I am able to do that by checking for when a crafting machine sets its recipe and setting LuaEntity.result_quality.
But recipes can be completed more than once per tick . It's ...
But recipes can be completed more than once per tick . It's ...
- Fri Nov 15, 2024 9:23 am
- Forum: Won't implement
- Topic: Move production_health_effect
- Replies: 1
- Views: 663
Move production_health_effect
I'm trying to make entities that only last a given time, but am assuming that keeping track of it using script would cause a lot more lag than letting the engine do it natively would. I'd like for production_health_effect to be moved to EntityWithOwner / EntityWithHealth and the properties changed ...
- Sun Sep 15, 2024 4:01 pm
- Forum: Modding interface requests
- Topic: Across-save data transfer
- Replies: 5
- Views: 1658
Re: Across-save data transfer
The desync doesn't matter if all it's used is render a GUI that doesn't interact with the world
- Sun Sep 15, 2024 12:47 pm
- Forum: Modding interface requests
- Topic: Across-save data transfer
- Replies: 5
- Views: 1658
Across-save data transfer
I'm in the process of designing a mod where some elements are heavily knowledge-dependant. I want to make a GUI where the already discovered elements are shown, and would like for those elements to be transferrable between saves so you don't constantly load save A, then save B.
I'm aware I can ...
I'm aware I can ...
- Wed May 01, 2024 8:20 am
- Forum: Modding interface requests
- Topic: Allow limited data transfer between save files
- Replies: 0
- Views: 654
Allow limited data transfer between save files
I'm making a mod that has a mechanic based in knowledge, and would like to transfer the data of already having seen something (and maybe how well they did it) so players dont save, load their old save, check that info, and go back. The problem I'm facing is that this requires some sort of manual ...
- Tue Apr 09, 2024 7:48 am
- Forum: Won't implement
- Topic: Allow more than one filter on fluid_boxes
- Replies: 12
- Views: 2930
Allow more than one filter on fluid_boxes
I'm currently working on a mod that has some fluids that, by all accounts, should not be able to flow through 'standard' pipes. For example, I want to add a pneumatic pipe to transport certain 'dry' materials.
Which means i would need to filter out that from the normal pipes.
The issue I've ran ...
Which means i would need to filter out that from the normal pipes.
The issue I've ran ...
- Thu Apr 04, 2024 6:52 pm
- Forum: Modding interface requests
- Topic: Icon Pictures probability simplification
- Replies: 1
- Views: 754
Icon Pictures probability simplification
I want to hide something in the pictures of my items, but i do not want to create hundreds of pictures to drive the probability down. Please add a 'weight' or a 'chance' parameter to SpriteParameters.
- Sun Jan 14, 2024 4:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.101] empty locale string removes items from menu
- Replies: 1
- Views: 2330
[1.0.101] empty locale string removes items from menu
While working on a mod, I have been keeping some locale_en.cfg entries in the format 'identifier=' with no description/text.
In the technology screen, it shows the name of the techonology internally (in a style similar to: 'technology.unlock_chest)
However, if the same happens to the name ...
In the technology screen, it shows the name of the techonology internally (in a style similar to: 'technology.unlock_chest)
However, if the same happens to the name ...