Search found 56 matches

by half a cat
Fri Jun 19, 2026 8:36 pm
Forum: Modding interface requests
Topic: Event to notify when fluid segments are created or destroyed
Replies: 0
Views: 95

Event to notify when fluid segments are created or destroyed

Please make an event that is sent when a fluid segment has been created or destroyed, with enough information so that mods can find which entities are affected.

This is so that mods can watch the contents of pipes. Call a Plumber does this by periodically checking contents of individual entities ...
by half a cat
Fri Jun 19, 2026 7:05 pm
Forum: Modding interface requests
Topic: Define Primary Recipe on Item / Fluid
Replies: 11
Views: 2615

Re: Define Primary Recipe on Item / Fluid

+1
Nullius changed many prototype names to improve the way things look in factoriopedia. I would like the ability to control whether items are linked without using prototype names.
by half a cat
Sat Jun 13, 2026 7:45 pm
Forum: Modding interface requests
Topic: Allow exoskeleton equipment to boost locomotive speed
Replies: 1
Views: 181

Allow exoskeleton equipment to boost locomotive speed

I would like movement bonus equipment (exoskeleton) to give a bonus to the max speed of locomotives, configurable in the prototype. Currently it gives a bonus to acceleration only. Acceleration's utility is fairly minor since trains spend most of their time at max speed.

While this has been ...
by half a cat
Mon Jun 08, 2026 3:19 am
Forum: Logistic Train Network
Topic: LTN 2.7.0 bug: scheduler uses item count instead of priority
Replies: 4
Views: 441

Re: LTN 2.7.0 bug: scheduler uses item count instead of priority

Thank you for pointing that out. I did miss the difference between the priority fields.
by half a cat
Wed May 20, 2026 6:08 pm
Forum: Logistic Train Network
Topic: LTN 2.7.0 bug: scheduler uses item count instead of priority
Replies: 4
Views: 441

LTN 2.7.0 bug: scheduler uses item count instead of priority

When LTN chooses a provider station, it ignores priority and chooses the provider with the largest item count. I believe that LTN should choose the highest-priority provider that can fulfill a request.

I found this bug because my factory had a station for recycling byproducts that was never being ...
by half a cat
Sat May 09, 2026 3:08 am
Forum: Modding help
Topic: Hide player UI for menu simulations
Replies: 5
Views: 474

Re: Hide player UI for menu simulations


I saved the game after hiding the quickbar and everything else: https://lua-api.factorio.com/latest/concepts/GameViewSettings.html#show_quickbar


This part of the API doesn't seem to control GUI elements created by mods. I tried it out in the editor and it could hide almost everything. The Bob's ...
by half a cat
Fri May 08, 2026 6:46 pm
Forum: Modding help
Topic: Hide player UI for menu simulations
Replies: 5
Views: 474

Re: Hide player UI for menu simulations

Creating a test player in sim.init using game.simulation.create_test_player{name="test"} doesn't seem to do anything. I couldn't find any examples that use this function, so I may be using it incorrectly.
by half a cat
Fri May 08, 2026 4:00 pm
Forum: Modding help
Topic: Hide player UI for menu simulations
Replies: 5
Views: 474

Hide player UI for menu simulations

I saved a game and used it as a menu simulation. The menu simulation shows the quickbar and other player UI, which I don't want. How can I hide the UI?

This post says the solution is to save in editor mode, but I don't know how to do that.
by half a cat
Fri May 01, 2026 5:14 am
Forum: Assigned
Topic: [Pard] factoriopedia_description in items being overridden by localised_description
Replies: 8
Views: 2421

Re: [Pard] factoriopedia_description in items being overridden by localised_description

I would like this feature as well. I want to put worldbuilding details that aren't important to gameplay in Factoriopedia.
by half a cat
Fri May 01, 2026 3:28 am
Forum: Modding help
Topic: factoriopedia_description does not show up in game
Replies: 2
Views: 322

Re: factoriopedia_description does not show up in game

I think so. Apparently I should have searched for factoriopedia_description instead of factoriopedia-description.
by half a cat
Thu Apr 30, 2026 6:23 pm
Forum: Modding help
Topic: factoriopedia_description does not show up in game
Replies: 2
Views: 322

factoriopedia_description does not show up in game

I want to put an item's short description in localised_desciption , which appears in tooltips, and a longer description in factoriopedia_description , which appears in factoriopedia. However, only localised_description shows up in the game. The localized string that I put into factoriopedia ...
by half a cat
Thu Apr 30, 2026 5:12 am
Forum: Duplicates
Topic: [2.0.73] MineEntityTechnologyTrigger is triggered by crafting
Replies: 2
Views: 337

Re: [2.0.73] MineEntityTechnologyTrigger is triggered by crafting

Ok, thanks for explaining why the game engine does that.
by half a cat
Wed Apr 29, 2026 6:39 pm
Forum: Duplicates
Topic: [2.0.73] MineEntityTechnologyTrigger is triggered by crafting
Replies: 2
Views: 337

[2.0.73] MineEntityTechnologyTrigger is triggered by crafting

MineEntityTechnologyTrigger is triggered when the mined item is crafted (not mined). I believe that it should not trigger the technology. While there are some other bug reports about MineEntityTechnologyTrigger, the other bug reports don't involve crafting.

This effect can be reproduced with just ...
by half a cat
Thu Sep 11, 2025 4:09 am
Forum: Implemented mod requests
Topic: Fluid wagon connection category
Replies: 5
Views: 1480

Fluid wagon connection category

TL;DR

Add a connection category in fluid wagon prototypes that determines which pumps can fill or drain them.

What?

Fluid wagon prototypes would have a connection category . Pumps would only connect to fluid wagons if they have a compatible connection category.

Why?

So that fluids can be ...
by half a cat
Wed Mar 19, 2025 2:47 am
Forum: Modding discussion
Topic: How to define forward compatible prototypes
Replies: 2
Views: 864

How to define forward compatible prototypes

I want to define the same prototype in two independent mods such that there will be minimal problems if the prototype changes in the future. What is the recommended practice to do that?

Some mods construct the final lua table for a prototype before inserting it into data. Other mods insert a ...
by half a cat
Thu Mar 13, 2025 2:43 am
Forum: Resolved Requests
Topic: Undocumented restriction on LuaEquipment.shield
Replies: 1
Views: 667

Undocumented restriction on LuaEquipment.shield

For equipment that is not shield equipment, writing to `LuaEquipment.shield` will abort the game with error message "Equipment is not shields.". Please add this restriction to the API documentation (https://lua-api.factorio.com/latest/classes/LuaEquipment.html#shield). I believe that the following ...
by half a cat
Sun Mar 09, 2025 9:46 pm
Forum: Modding help
Topic: How to conditionally include space-age graphics
Replies: 5
Views: 1804

Re: How to conditionally include space-age graphics

This mod has graphics files that are edited space-age graphics. I have converted it to two separate mods, which seems to be the best solution based on the replies.
by half a cat
Sat Mar 08, 2025 8:50 pm
Forum: Modding help
Topic: How to conditionally include space-age graphics
Replies: 5
Views: 1804

Re: How to conditionally include space-age graphics

It seems like you just need to set “space-age” as an Optional Dependency in your Mod.

This is against policy. If I do this, then users who did not install space-age would be able to use a mod that contains graphics from space-age. Although Factorio staff have declined to clarify the policy, it ...
by half a cat
Sat Mar 08, 2025 3:52 am
Forum: Modding help
Topic: How to conditionally include space-age graphics
Replies: 5
Views: 1804

How to conditionally include space-age graphics

I have a mod with an optional space-age feature that uses space-age graphics. As I understand, the rule is that space-age graphics may only be used in mods that depend on space-age, so this mod that does not require space-age may not include space-age graphics.

Is there a way to split my mod into a ...

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