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 ...
Search found 41 matches
- Wed Mar 19, 2025 2:47 am
- Forum: Modding discussion
- Topic: How to define forward compatible prototypes
- Replies: 2
- Views: 185
- Thu Mar 13, 2025 2:43 am
- Forum: Documentation Improvement Requests
- Topic: Undocumented restriction on LuaEquipment.shield
- Replies: 0
- Views: 137
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: 454
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: 454
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: 454
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 ...
- Tue Feb 25, 2025 7:16 pm
- Forum: Not a bug
- Topic: [2.0.35] Rail planner cannot use modded rail support items/entities
- Replies: 1
- Views: 138
[2.0.35] Rail planner cannot use modded rail support items/entities
The rail planner fails to build rail supports if the player inventory has only custom rail supports (not the one defined in elevated-rails). It behaves as if the player does not have any rail supports.
I expected the rail planner to use the items in the player inventory when building in non-ghost ...
I expected the rail planner to use the items in the player inventory when building in non-ghost ...
- Fri Feb 07, 2025 9:02 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 21
- Views: 1606
Re: [Suggestion/Comic] A Gleba productivity science would be nice
+1 for the cute explanation
- Sun Feb 02, 2025 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 766
Re: Removal of the "Use filter" checkbox
Another possibility would be to keep the checkbox, but make clicking on the filter slots automatically check the box.
I agree with this. I frequently try to set the filter but find it is disabled, then click "Use filters," then actually set the filter. This change would reduce the 3-step ...
- Sun Feb 02, 2025 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Hide the electricity tooltip when buffer size is zero
- Replies: 0
- Views: 147
Hide the electricity tooltip when buffer size is zero
Some modded items do not use electricity, but still have an energy buffer because the game engine requires it. To make the UI look nicer, please hide the tooltip for ElectricEnergySource when buffer_capacity and drain are 0.
What?
In this example, I would like the game to hide the part of the ...
What?
In this example, I would like the game to hide the part of the ...
- Sun Feb 02, 2025 1:19 am
- Forum: Modding interface requests
- Topic: API access to rolling stock's rail layer
- Replies: 0
- Views: 149
API access to rolling stock's rail layer
An entity's location is generally represented by MapPosition in the API. However, when elevated rails overlap with ground rails, MapPosition is not sufficient to identify the location of rolling stock. I am requesting for rail layer information to be included in the API:
* When reading the location ...
* When reading the location ...
- Mon Jan 13, 2025 6:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.28] No event when equipment is removed by a bot
- Replies: 1
- Views: 561
[Rseding91] [2.0.28] No event when equipment is removed by a bot
I believe that the on_equipment_removed event should be triggered whenever equipment is removed from an equipment grid. However, it is not triggered when a bot removes equipment from an equipment grid. As far as I can tell, no other event is triggered, either. This is a problem for mods that want to ...
- Mon Jan 13, 2025 7:48 am
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 743
Re: Making a composite entity act like a normal entity
Thanks, I got cut and paste to work.
Undo still does not work. There are other messages that say it can't be done (viewtopic.php?p=602029#p602029) (viewtopic.php?p=427782#p427782) so I guess it is not possible to make custom entities undoable.
Undo still does not work. There are other messages that say it can't be done (viewtopic.php?p=602029#p602029) (viewtopic.php?p=427782#p427782) so I guess it is not possible to make custom entities undoable.
- Sun Dec 29, 2024 7:47 am
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 743
Re: Making a composite entity act like a normal entity
I followed that advice and made blueprints work by modifying BlueprintEntities in on_player_setup_blueprint, but it only works for the blueprint tool, not for cut or copy. Although cut and copy actions will produce a blueprint event, the event handler can't read player.blueprint_to_setup, which is ...
- Wed Dec 25, 2024 8:07 pm
- Forum: Modding help
- Topic: Making a composite entity act like a normal entity
- Replies: 7
- Views: 743
Making a composite entity act like a normal entity
I am making a composite entity and having trouble making it behave like a normal entity for everything that can create and destroy it in the engine. I would appreciate some guidance.
The composite entity comprises a power generator and a crafting machine, which are both assemblers. Players interact ...
The composite entity comprises a power generator and a crafting machine, which are both assemblers. Players interact ...
- Mon Dec 02, 2024 6:55 pm
- Forum: Not a bug
- Topic: [2.0.23] Loaders do not orient when built on space platforms
- Replies: 2
- Views: 302
Re: [2.0.23] Loaders do not orient when built on space platforms
Thank you, I confirmed that the updated mod has fixed it.
- Mon Dec 02, 2024 5:35 pm
- Forum: Not a bug
- Topic: [2.0.23] Loaders do not orient when built on space platforms
- Replies: 2
- Views: 302
[2.0.23] Loaders do not orient when built on space platforms
When a loader is placed, it normally becomes either a loader or unloader according to which entities are adjacent; however, when placed on a space platform it always becomes an unloader. I believe that the space platform behavior is a bug, and it should behave the same as on other surfaces.
The ...
The ...
- Sat Nov 16, 2024 8:46 pm
- Forum: Modding help
- Topic: Influencing biter expansion
- Replies: 1
- Views: 307
Influencing biter expansion
I want to make biter expansion avoid specific areas that are chosen by a script. Is there a way to do this? Is there documentation for the expansion algorithm so I can look for ways to influence it?
- Sun Oct 27, 2024 2:42 am
- Forum: Modding interface requests
- Topic: Allow more than one filter on fluid_boxes
- Replies: 5
- Views: 1059
Re: Allow more than one filter on fluid_boxes
I wanted fluid categories, so I made a mod with an API that's hopefully useful for other mods that define their own entities and fluids. Since I can't prevent fluids from flowing, the mod destroys pipes when they have an incompatible fluid.
I haven't worked with the remote interface before, so ...
I haven't worked with the remote interface before, so ...
- Fri Oct 25, 2024 7:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Half diagonal rail should cost 2 rails
- Replies: 2
- Views: 1966
[boskid] Half diagonal rail should cost 2 rails
A half-diagonal rail is twice as long as a straight rail for the same cost, so zig-zagging railways are cheaper than straight ones. I suggest to make half-diagonals cost 2 rails for balancing purposes. It would be like how curved segments cost multiple rails.
- Fri Oct 25, 2024 2:33 am
- Forum: Modding interface requests
- Topic: [2.0.10] Fluidbox temperature
- Replies: 2
- Views: 380
Re: [2.0.10] Fluidbox temperature
There are multiple levels of transport belt upgrades, so pipes feel kind of left out. A feature like this might enable pipe upgrades at the mod level, with more advanced pipes able to carry more fluids.