Search found 67 matches

by half a cat
Sat Sep 05, 2026 8:08 pm
Forum: Modding help
Topic: How to make a mod bugfix for 2.0 after releasing a 2.1 version?
Replies: 2
Views: 245

Re: How to make a mod bugfix for 2.0 after releasing a 2.1 version?

Thank you. I wasn't expecting it to just work like that.
by half a cat
Sat Sep 05, 2026 3:43 pm
Forum: Modding help
Topic: How to make a mod bugfix for 2.0 after releasing a 2.1 version?
Replies: 2
Views: 245

How to make a mod bugfix for 2.0 after releasing a 2.1 version?

Mod versioning is designed for a linear sequence of releases, but currently people are using both Factorio 2.0 and Factorio 2.1.

When a mod has been released for 2.0 and 2.1, and a bugfix release is needed for 2.0, how can we put the bugfix on the mod portal?
by half a cat
Thu Aug 20, 2026 5:16 pm
Forum: Gameplay Help
Topic: Why does train return to disabled station?
Replies: 3
Views: 777

Re: Why does train return to disabled station?

The attached save has the train setup that I described, and you can see it always returning to the same station.
by half a cat
Thu Aug 20, 2026 5:15 pm
Forum: Gameplay Help
Topic: Why does train return to disabled station?
Replies: 3
Views: 777

Why does train return to disabled station?

I have a problem where a train keeps leaving and returning to the same station, even though that station is disabled. Can someone explain what is happening?

This train carries the Ultracube mod's special cube to any available station named "Use". Station availability is controlled by setting train ...
by half a cat
Fri Aug 14, 2026 3:48 am
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 17109

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.
by half a cat
Mon Aug 10, 2026 7:57 pm
Forum: This Forum
Topic: Forum bug: Login fails with "The submitted form was invalid"
Replies: 5
Views: 895

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 ...
by half a cat
Mon Aug 03, 2026 10:10 pm
Forum: Ideas and Suggestions
Topic: Visual indication of radar network connection
Replies: 1
Views: 357

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 ...
by half a cat
Tue Jul 28, 2026 5:08 pm
Forum: Modding help
Topic: Tuning the power output of a reactor using fluid temperature
Replies: 1
Views: 260

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.
by half a cat
Mon Jul 27, 2026 6:25 pm
Forum: Modding help
Topic: Tuning the power output of a reactor using fluid temperature
Replies: 1
Views: 260

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 ...
by half a cat
Sat Jul 04, 2026 12:55 am
Forum: Modding interface requests
Topic: More prototype flags for the new features.
Replies: 6
Views: 781

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.
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: 191

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: 3005

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: 297

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: 839

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: 839

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: 779

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: 779

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: 779

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.

Go to advanced search