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 ...
Search found 56 matches
- 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
- 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.
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.
- 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 ...
While this has been ...
- 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.
- Sun May 24, 2026 11:00 pm
- 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
Alright, I've added it as a bug on github.
- 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 ...
I found this bug because my factory had a station for recycling byproducts that was never being ...
- Sat May 09, 2026 3:08 am
- Forum: Modding help
- Topic: Hide player UI for menu simulations
- Replies: 5
- Views: 473
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 ...
- Fri May 08, 2026 6:46 pm
- Forum: Modding help
- Topic: Hide player UI for menu simulations
- Replies: 5
- Views: 473
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.
- Fri May 08, 2026 4:00 pm
- Forum: Modding help
- Topic: Hide player UI for menu simulations
- Replies: 5
- Views: 473
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.
This post says the solution is to save in editor mode, but I don't know how to do that.
- 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.
- 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.
- 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 ...
- 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.
- 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 ...
This effect can be reproduced with just ...
- Thu Sep 11, 2025 4:09 am
- Forum: Implemented mod requests
- Topic: Fluid wagon connection category
- Replies: 5
- Views: 1479
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 ...
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 ...
- 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 ...
Some mods construct the final lua table for a prototype before inserting it into data. Other mods insert a ...
- 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 ...
- 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.
- 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 ...
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 ...
- 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 ...
Is there a way to split my mod into a ...