Search found 290 matches
- Tue Nov 11, 2025 8:14 pm
- Forum: Modding interface requests
- Topic: Display recipe ingredients and results in the order they're declared in the prototype
- Replies: 6
- Views: 584
Re: Display recipe ingredients and results in the order they're declared in the prototype
+1, for ocd purposed this is nice, just being able to match the order ingame with the order in the code without messing with overall order strings.
- Fri Nov 07, 2025 7:35 pm
- Forum: Mods
- Topic: Space Exploration compatibility removal
- Replies: 1
- Views: 425
Re: Space Exploration compatibility removal
Hi, note that this only applies to Space Exploration version 0.7.36, the version before it doesn't do this, and the version after doesn't do it anymore.
- Wed Oct 29, 2025 8:29 pm
- Forum: Modding interface requests
- Topic: LuaEntity::register_on_signal_changed
- Replies: 2
- Views: 309
Re: LuaEntity::register_on_signal_changed
+1, the current hack of using a crafting machine with a damaged ingredient and listening to on_object_destroyed on the itemstack's item or using an inserter picking up an item registered with on_object_destroyed is just a mess and very prone to mods that interact with assembling machines & energy ...
- Fri Oct 24, 2025 2:42 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
- Replies: 3
- Views: 537
Re: [2.0.72] Holmium solution's base_color is incorrectly defined
Oh so that's why it always felt off, nice catch hope this gets fixed 
- Thu Oct 23, 2025 2:18 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] the quality mod references spoilage in it's locale
- Replies: 2
- Views: 442
[2.0.72] the quality mod references spoilage in it's locale
The recycler's entity and technology description mention "or turned to spoilage if they were biological.", but the quality mod itself adds no spoilage.
Expected behavior: spoilage should only be mentioned if space-age is enabled as well.
Expected behavior: spoilage should only be mentioned if space-age is enabled as well.
- Wed Oct 22, 2025 8:36 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1379
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
If only every array[SomeID] could be converted into a dictionary[SomeID -> true]
that would be a welcome change in my eyes.
edit: and to that extend they should just add a global "list_to_map" function to all the data stages as well as control thst just don't depend on importing util.
- Wed Oct 22, 2025 8:31 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1379
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
I would be in favor of an optional unified, when visiting the docs it should be pretty obvious that the default for it would be {"crafting"}, i cannot imagine wube would want to add that to each of their recipes so if it gets unified i can only imagine it being optional.
Heck i would even welcome ...
Heck i would even welcome ...
- Tue Oct 21, 2025 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka][2.0.71] fuel pollution tooltip has a double space in it
- Replies: 3
- Views: 843
Re: [2.0.71] fuel pollution tooltip has a double space in it
this one would be the GeneratorPrototype in fluid mode, i didn't check all the other places the fuel pollution tooltip could show up, they might suffer from the same, or not.
- Tue Oct 21, 2025 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka][2.0.71] fuel pollution tooltip has a double space in it
- Replies: 3
- Views: 843
[Bilka][2.0.71] fuel pollution tooltip has a double space in it
For comparison, the custom tooltip has just one space, the other one comes straight from the engine, shown on the K2SE gas burning generator burning petrol:
- Tue Oct 21, 2025 11:00 am
- Forum: Implemented mod requests
- Topic: force.create_space_platform{silent?=...}
- Replies: 2
- Views: 192
force.create_space_platform{silent?=...}
The ability to create a space platform for a force without the chat notification that it got created.
- Sun Oct 19, 2025 12:41 pm
- Forum: Bug Reports
- Topic: [2.0.71] duplicate custom_tooltip_fields on equipment prototypes
- Replies: 0
- Views: 180
[2.0.71] duplicate custom_tooltip_fields on equipment prototypes
I was trying to update the Jetpack mod to have the thrust description in a custom tooltip instead of hardcoded into the locale.
It appears that custom tooltips applied to equipment prototypes show up twice in the description of the item instead of once.
data.raw["solar-panel-equipment"]["solar ...
It appears that custom tooltips applied to equipment prototypes show up twice in the description of the item instead of once.
data.raw["solar-panel-equipment"]["solar ...
- Sun Oct 19, 2025 8:40 am
- Forum: Ideas and Suggestions
- Topic: give the main menu version string some margin on the left
- Replies: 0
- Views: 150
give the main menu version string some margin on the left
Right now it is squished against the left and has some margin at the top, it would be lovely if the distance from the edge would be closer to the same.
- Fri Oct 17, 2025 2:25 pm
- Forum: Modding interface requests
- Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
- Replies: 4
- Views: 787
Re: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
+1 for supporting this in general, and making the burner mining drill do it
- Fri Oct 17, 2025 12:02 pm
- Forum: Modding interface requests
- Topic: scripted equipment grid equipment prototype
- Replies: 2
- Views: 211
Re: scripted equipment grid equipment prototype
no, the battery still comes with a mandatory energy bar, the wish is to have an equipment prototype that has no mandatory tooltips or sections like energy.
- Fri Oct 17, 2025 9:57 am
- Forum: Modding interface requests
- Topic: scripted equipment grid equipment prototype
- Replies: 2
- Views: 211
scripted equipment grid equipment prototype
would be nice if there was an equipment prototype that just did nothing. (well maybe apart from supporting power usage and being able to turn on/off by script individually)
Pre 2.0 modders resort to using things like 1kw night vision, exoskeleton equipment, but those still very much perform a role ...
Pre 2.0 modders resort to using things like 1kw night vision, exoskeleton equipment, but those still very much perform a role ...
- Fri Oct 17, 2025 9:53 am
- Forum: Fixed for 2.1
- Topic: [2.0.71] inventory-bonus-equipment does not display energy usage in description
- Replies: 1
- Views: 305
[2.0.71] inventory-bonus-equipment does not display energy usage in description
the energy usage of said equipment is defined as the electrical drain, but nowhere in the tooltip does it mention that it actually consumes 100kW.
`{"description.constant-energy-consumption"}` would probably fit better than just "(min.) consumption" i suppose.
`{"description.constant-energy-consumption"}` would probably fit better than just "(min.) consumption" i suppose.
- Mon Oct 13, 2025 7:14 pm
- Forum: Duplicates
- Topic: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
- Replies: 2
- Views: 278
Re: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
oh that unfortunate, it would be really nice if recipe level effect restrictions took priority over effects on the machine since it makes no sense currently.
- Mon Oct 13, 2025 6:42 pm
- Forum: Duplicates
- Topic: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
- Replies: 2
- Views: 278
[2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
steps to reproduce:
- pick a -recycling recipe to set `allow_quality = false` on
- place a recycler and fill it with productivity modules
- set it to recycle your picked item from an infinity chest
- notice that it is able to product quality results of your item
- take a module from the recycler ...
- pick a -recycling recipe to set `allow_quality = false` on
- place a recycler and fill it with productivity modules
- set it to recycle your picked item from an infinity chest
- notice that it is able to product quality results of your item
- take a module from the recycler ...
- Mon Oct 13, 2025 5:06 pm
- Forum: Modding interface requests
- Topic: saved_progress support for scripted research triggers
- Replies: 1
- Views: 169
saved_progress support for scripted research triggers
if the trigger for a technology is "scripted" you seem to be unable to set saved_progress on it in order to indicate it to the user, for example when there are multiple entities a player can mine and not just one so you can count it in your script and just update the saved progress and once its ...
- Thu Oct 09, 2025 7:05 pm
- Forum: Ideas and Suggestions
- Topic: make selecting a train station ghost also draw the white rolling stock boxes
- Replies: 0
- Views: 104
make selecting a train station ghost also draw the white rolling stock boxes
asked the question the other day on a somewhat quiet factorio discord server and it gathered 5 whole reactions which is quite a lot there: