Search found 63 matches
- Fri Aug 14, 2026 3:48 am
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 40
- Views: 11255
Re: Version 2.1.13
What is LuaEntity::local_effect? From the description, I guess it is a per-entity Effect that is set by scripts.
- Fri Aug 14, 2026 3:42 am
- Forum: This Forum
- Topic: Forum bug: Login fails with "The submitted form was invalid"
- Replies: 5
- Views: 454
Re: Forum bug: Login fails with "The submitted form was invalid"
I see, I appreciate the explanation.
- Mon Aug 10, 2026 7:57 pm
- Forum: This Forum
- Topic: Forum bug: Login fails with "The submitted form was invalid"
- Replies: 5
- Views: 454
Forum bug: Login fails with "The submitted form was invalid"
Forum login was broken yesterday for at least several hours. Login produced the error "The submitted form was invalid. Try submitting again.", reproducibly, on 3 different browsers. Today, login worked normally.
I ask that the forum maintainers look into the bug. Naturally I can't post while the ...
I ask that the forum maintainers look into the bug. Naturally I can't post while the ...
- Mon Aug 03, 2026 10:10 pm
- Forum: Ideas and Suggestions
- Topic: Visual indication of radar network connection
- Replies: 1
- Views: 229
Visual indication of radar network connection
TL;DR
Indicate signal connections between radars in map view.
What?
Show in map view that radars are connected to the same signal network. Preferably, visibility could be toggled. It could use the same graphics as logistic connections (the dashed lines between roboports).
Ideally connections ...
Indicate signal connections between radars in map view.
What?
Show in map view that radars are connected to the same signal network. Preferably, visibility could be toggled. It could use the same graphics as logistic connections (the dashed lines between roboports).
Ideally connections ...
- Tue Jul 28, 2026 5:08 pm
- Forum: Modding help
- Topic: Tuning the power output of a reactor using fluid temperature
- Replies: 1
- Views: 164
Re: Tuning the power output of a reactor using fluid temperature
I had put effectivity in the wrong part of the prototype, so it was being ignored.
- Mon Jul 27, 2026 6:25 pm
- Forum: Modding help
- Topic: Tuning the power output of a reactor using fluid temperature
- Replies: 1
- Views: 164
Tuning the power output of a reactor using fluid temperature
I'm changing a solar thermal power mod to use a fluid power source internally. I'm trying to make its power output match the original power output, and I don't understand the result that I'm seeing.
I changed solar thermal collectors to be a reactor with a fluid energy source. The fluid is internal ...
I changed solar thermal collectors to be a reactor with a fluid energy source. The fluid is internal ...
- Sat Jul 04, 2026 12:55 am
- Forum: Modding interface requests
- Topic: More prototype flags for the new features.
- Replies: 6
- Views: 573
Re: More prototype flags for the new features.
+1 I would like to have a radar prototype flag to disable global transmissions, making them like Factorio 2.0 radars. This would keep the radar capabilities that old mods were balanced around.
- 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: 132
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 ...
This is so that mods can watch the contents of pipes. Call a Plumber does this by periodically checking contents of individual entities ...
- Fri Jun 19, 2026 7:05 pm
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 11
- Views: 2789
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: 229
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: 630
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: 630
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: 630
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: 560
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: 560
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: 560
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: 2644
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: 408
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: 408
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: 453
Re: [2.0.73] MineEntityTechnologyTrigger is triggered by crafting
Ok, thanks for explaining why the game engine does that.