+1
we have `helper` accessible everywhere now, giving it a `.stage` read "settings" / "prototype" / "control" sounds like a wonderful idea.
Search found 302 matches
- Sun Feb 15, 2026 3:25 pm
- Forum: Modding interface requests
- Topic: Make current lifecycle stage accessible
- Replies: 9
- Views: 1405
- Mon Feb 09, 2026 9:35 am
- Forum: Modding interface requests
- Topic: A event for when a player changes their color
- Replies: 0
- Views: 115
A event for when a player changes their color
Either via the sliders or via commands/lua, due to the nature of the sliders it'll be fine and make sense if the event is not instant but debounces to the end of the tick.
- Fri Feb 06, 2026 2:34 pm
- Forum: Bug Reports
- Topic: [2.0.73] cargo landing pads happily accept pods they should not
- Replies: 0
- Views: 200
[2.0.73] cargo landing pads happily accept pods they should not
When i create a new cargo pod and do NOT add it to the `receiving_cargo_units` of the `cargo-landing-pad` i expected the pad to not be able to receive them.
Observed behavior: the trash cargo pod and the requested cargo pod both land in the cargo landing pad.
Expected behavior: for the trash cargo ...
Observed behavior: the trash cargo pod and the requested cargo pod both land in the cargo landing pad.
Expected behavior: for the trash cargo ...
- Thu Feb 05, 2026 6:19 pm
- Forum: Bug Reports
- Topic: [2.0.72] cargo pod texture in factoriopedia simulation is clipped
- Replies: 0
- Views: 134
[2.0.72] cargo pod texture in factoriopedia simulation is clipped
expected behavior: for the "engine" part of the bottom to get rendered.
- Sat Jan 31, 2026 10:36 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.73] changing quality scrolls the recipe list back up
- Replies: 1
- Views: 483
[2.0.73] changing quality scrolls the recipe list back up
- install space exploration
- close the game
- edit the info.json to change `! quality` to `? quality`
- launch the game
- enable quality in the startup settings of space exploration
- enable the quality mod
- create a new world
- /cheat all
- head to the production tab and scroll down to the ...
- close the game
- edit the info.json to change `! quality` to `? quality`
- launch the game
- enable quality in the startup settings of space exploration
- enable the quality mod
- create a new world
- /cheat all
- head to the production tab and scroll down to the ...
- Wed Jan 28, 2026 11:43 am
- Forum: Won't fix.
- Topic: [2.0.73] Setting required fluid per mining operation to 0.1 shows as 0.0
- Replies: 4
- Views: 598
Re: [2.0.73] Setting required fluid per mining operation to 0.1 shows as 0.0
Thanks for the report however this is correct. A "mining operation" on a drill is 10 ores so it requires 0.1 fluid for 10 ores. On the ore itself it requires only 0.1 / 10 fluid per individual ore or 0.01 fluid. This rounds down and shows 0 in the tooltip.
but that would mean the uranium drill ...
- Wed Jan 21, 2026 2:43 pm
- Forum: Won't fix.
- Topic: [2.0.73] Setting required fluid per mining operation to 0.1 shows as 0.0
- Replies: 4
- Views: 598
[2.0.73] Setting required fluid per mining operation to 0.1 shows as 0.0
When a resource has `minable.fluid_amount` set to 1 you can see in the tooltip of a drill placed on it that it takes 0.1 per mining operation, but when you select the resource entity it shows 0.0, so there is a rounding error somewhere.
Steps to reproduce:
- change the `minable.fluid_amount` of ...
Steps to reproduce:
- change the `minable.fluid_amount` of ...
- Wed Dec 24, 2025 3:33 pm
- Forum: Won't fix.
- Topic: [2.0.72] proxy containers targeting furnace input do not wake inserters up
- Replies: 1
- Views: 328
[2.0.72] proxy containers targeting furnace input do not wake inserters up
- build shown setup
- /c storage.furnace = game.player.selected
- /c game.player.selected.proxy_target_entity = storage.furnace
- /c game.player.selected.proxy_target_inventory = defines.inventory.crafter_input
- put one stone in the input slot
- now wake the inserter (removing/placing the output ...
- /c storage.furnace = game.player.selected
- /c game.player.selected.proxy_target_entity = storage.furnace
- /c game.player.selected.proxy_target_inventory = defines.inventory.crafter_input
- put one stone in the input slot
- now wake the inserter (removing/placing the output ...
- Sun Dec 21, 2025 8:18 pm
- Forum: Bug Reports
- Topic: [2.0.72] pollution has no quality diamond when energy usage scales with quality
- Replies: 0
- Views: 305
[2.0.72] pollution has no quality diamond when energy usage scales with quality
steps to reproduce:
- install krastorio 2
- unzip and open `prototypes/compatibility/quality-updates.lua`
- edit that file like https://codeberg.org/raiguard/Krastorio2/pulls/702/files does, the below code snippet is a simplification:
data.raw.furnace["kr-air-purifier"].energy_usage_quality ...
- install krastorio 2
- unzip and open `prototypes/compatibility/quality-updates.lua`
- edit that file like https://codeberg.org/raiguard/Krastorio2/pulls/702/files does, the below code snippet is a simplification:
data.raw.furnace["kr-air-purifier"].energy_usage_quality ...
- Fri Dec 12, 2025 11:19 am
- Forum: Documentation Improvement Requests
- Topic: note that technology's enabled & visible when disabled persist
- Replies: 0
- Views: 291
note that technology's enabled & visible when disabled persist
i was caught off guard that these behave like settings in terms of only being relevant for new worlds and then just staying at whichever value they were on.
a note saying that these are the default or something in order to warn people that these prototype properties don't actually influence ...
a note saying that these are the default or something in order to warn people that these prototype properties don't actually influence ...
- Fri Dec 12, 2025 10:35 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] roboports do not list their recharge rates without quality present
- Replies: 1
- Views: 466
[2.0.72] roboports do not list their recharge rates without quality present
When only the normal quality is present it does not even list those robot recharge rates.
The expected behavior is that you can see how fast a roboport is able to charge robots, as well as how many.
Whilst the value only varies when quality is present i believe this to be valuable information to ...
The expected behavior is that you can see how fast a roboport is able to charge robots, as well as how many.
Whilst the value only varies when quality is present i believe this to be valuable information to ...
- Wed Nov 19, 2025 11:12 am
- Forum: Documentation Improvement Requests
- Topic: LuaPlayer::set_controller raises on_player_controller_changed
- Replies: 0
- Views: 249
LuaPlayer::set_controller raises on_player_controller_changed
it is currently not mentioned in a "raises" section:
- 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: 1260
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: 989
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: 577
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: 882
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: 754
[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: 2944
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: 2944
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: 2162
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.