Calling a mod developer untalented and lazy when they were kind enough to make the mod in the first place is a terrible way to ask other mod developers to implement your request.
And as the creator said in the thread where you made this request ( https://mods.factorio.com/mod/Telogistics/discussion ...
Search found 17 matches
- Fri Mar 21, 2025 6:33 pm
- Forum: Mods
- Topic: Telogistics
- Replies: 2
- Views: 876
- Wed Feb 26, 2025 12:34 am
- Forum: Modding interface requests
- Topic: Add "accepted_seeds" or seed categories to agricultural-tower
- Replies: 6
- Views: 397
Re: Add "possible_inputs" to agricultural-tower
Cross-posting from here, I'd searched but had missed this post. +1, this would be greatly beneficial for using the agricultural tower in more unique and diverse contexts while modding.
- Mon Feb 24, 2025 7:39 am
- Forum: Ideas and Suggestions
- Topic: Add input filters to Agricultural tower prototype
- Replies: 1
- Views: 207
Add input filters to Agricultural tower prototype
TL;DR
Being able to set a filter for [Agricultural Tower](https://lua-api.factorio.com/latest/prototypes/AgriculturalTowerPrototype.html) input items would allow for better distinct agricultural towers in mods.
What?
Currently there is no way to limit what plants different agricultural towers ...
Being able to set a filter for [Agricultural Tower](https://lua-api.factorio.com/latest/prototypes/AgriculturalTowerPrototype.html) input items would allow for better distinct agricultural towers in mods.
What?
Currently there is no way to limit what plants different agricultural towers ...
- Wed Jan 08, 2025 4:50 am
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 2870
Re: Request: Move recycling recipe generation to data-final-fixes
For those looking, an alternative solution has been approved: viewtopic.php?f=65&t=125567
The Quality module will, afaik, still load in data-updates.lua, but mod developers are free to re-run the generate_recycling_recipes loop.
The Quality module will, afaik, still load in data-updates.lua, but mod developers are free to re-run the generate_recycling_recipes loop.
- Mon Jan 06, 2025 6:07 am
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 2870
Re: Request: Move recycling recipe generation to data-final-fixes
+1 as the other dev in the thread linked by brevven. Since all mods effectively depend on the quality module, mods are effectively limited to only modifying recipes in the data stage unless they manually regenerate recycling recipes, which is quite restrictive.
I do genuinely like modifying recipes ...
I do genuinely like modifying recipes ...
- Sat Nov 30, 2024 9:36 pm
- Forum: Resolved Problems and Bugs
- Topic: Residual HR images, not referenced
- Replies: 1
- Views: 253
Residual HR images, not referenced
Hiya! I didn't find any bug reports on this one, but maybe it's fixed in experimental, I'm on latest stable. I noticed that there are still a low vs high resolution images in the game files, and the prototypes themselves don't reference the hr versions. All cases of standard vs hr .png files still ...
- Fri Nov 22, 2024 12:57 am
- Forum: Ideas and Requests For Mods
- Topic: Request port 2.0 for Ironclad Gunboat and Mortar Turret
- Replies: 1
- Views: 326
Re: Request port 2.0 for Ironclad Gunboat and Mortar Turret
Hiya! I'm thinking of doing a port of this for 2.0. Are you interested in both the Mortar Turret and the Gunboat variant of the Ironclad, or only one of the two?
- Fri Jan 19, 2024 8:09 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 41317
Re: Friday Facts #394 - Assembler flipping and circuit control
This looks amazing! Does flipping work for all entity types, e.g. a pipe with limited fluid connections? Asking because I have a mod that lets you remove pipe connections in specific directions, and if they were automatically detected as flippable / rotatable with this change, that would be a ...
- Wed Oct 18, 2023 10:21 pm
- Forum: Modding help
- Topic: SOLVED: Unable to access custom noise at runtime
- Replies: 3
- Views: 843
Re: SOLVED: Unable to access custom noise at runtime
UPDATE: I figured it out, the noise layer is not necessary for accessing this at runtime, and for some reason the noise expression cannot be named the same thing as the property being accessed.
The following works:
for _,surface in pairs(game.surfaces) do
local mgs = surface.map_gen_settings
mgs ...
The following works:
for _,surface in pairs(game.surfaces) do
local mgs = surface.map_gen_settings
mgs ...
- Mon Oct 16, 2023 3:33 pm
- Forum: Modding help
- Topic: SOLVED: Unable to access custom noise at runtime
- Replies: 3
- Views: 843
Re: Unable to access custom noise at runtime
Hmmm, unfortunately I made that change to no avail, "temperature" still gets printed out, but "fertility" is always an empty result.
As a sanity check, I also tried disabling all other mods and left just this one, and none of them seem to be the culprit.
I've also tried not specifying an intended ...
As a sanity check, I also tried disabling all other mods and left just this one, and none of them seem to be the culprit.
I've also tried not specifying an intended ...
- Mon Oct 16, 2023 7:59 am
- Forum: Modding help
- Topic: SOLVED: Unable to access custom noise at runtime
- Replies: 3
- Views: 843
SOLVED: Unable to access custom noise at runtime
Hi!
I'm having trouble accessing custom noise layers at runtime with calculate_tile_properties . I've searched around and I see that from the original post (https://forums.factorio.com/viewtopic.php?p=438975&sid=73a3aebfb45679decff17ce7230ac02b#p438975), you have to add it to property_expression ...
I'm having trouble accessing custom noise layers at runtime with calculate_tile_properties . I've searched around and I see that from the original post (https://forums.factorio.com/viewtopic.php?p=438975&sid=73a3aebfb45679decff17ce7230ac02b#p438975), you have to add it to property_expression ...
- Mon Sep 11, 2023 3:05 am
- Forum: Modding interface requests
- Topic: Event when blueprint is rotated/flipped
- Replies: 4
- Views: 1396
Re: Event when blueprint is rotated/flipped
This almost works, but 1) I ran into too many bugs when changing function call order and details to find the golden bullet per se and 2) replacing the Rotate function isn't viable, since you can't emulate the rotate logic for items in your cursor (with Q).
So it'd still be very handy to have an ...
So it'd still be very handy to have an ...
- Sat Sep 02, 2023 7:07 am
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 6279
Re: Export currently held blueprint library object to item
Update: While it's very roundabout and requires handling blueprint rotation manually, I was able to come up with a roadmap for a solution within the existing API. I've gotten a proof-of-concept underway locally, and I've documented my current findings here: https://forums.factorio.com/viewtopic.php ...
- Sat Sep 02, 2023 6:58 am
- Forum: Modding interface requests
- Topic: Event when blueprint is rotated/flipped
- Replies: 4
- Views: 1396
Re: Event when blueprint is rotated/flipped
PS: As an aside, before I realized that the cursor_stack does have the blueprint entities and tiles on it (I originally assumed it didn't, since serpent.block() made it seem empty), I figured out a hacktime funtimes workaround that achieves basically the exact same result, and may actually be ...
- Sat Sep 02, 2023 6:54 am
- Forum: Modding interface requests
- Topic: Event when blueprint is rotated/flipped
- Replies: 4
- Views: 1396
Re: Event when blueprint is rotated/flipped
Hi Devs and Modders!
If you're reading this, I figured out how to actually implement this! Unfortunately it is a massive ordeal, and I haven't plunged the depths of it quite yet, but I plan on doing so and putting it into a utility mod for others to use unless official support for this is planned ...
If you're reading this, I figured out how to actually implement this! Unfortunately it is a massive ordeal, and I haven't plunged the depths of it quite yet, but I plan on doing so and putting it into a utility mod for others to use unless official support for this is planned ...
- Fri Sep 01, 2023 11:56 am
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 6279
Re: Export currently held blueprint library object to item
Another bump for this! I have a similar request for a use case documented here: viewtopic.php?f=28&t=108482&sid=5e02a96 ... f2fa871f2f
- Fri Sep 01, 2023 7:59 am
- Forum: Modding interface requests
- Topic: Event when blueprint is rotated/flipped
- Replies: 4
- Views: 1396
Event when blueprint is rotated/flipped
Hi Devs!
I am creating a mod for configuring pipe flow, very similar interface to Inserter Configuration (https://mods.factorio.com/mod/Inserter_Config), and I have it 99.9% working! that said... I had a massive oversight in that pipes don't have a direction, can't be configured as rotatable at all ...
I am creating a mod for configuring pipe flow, very similar interface to Inserter Configuration (https://mods.factorio.com/mod/Inserter_Config), and I have it 99.9% working! that said... I had a massive oversight in that pipes don't have a direction, can't be configured as rotatable at all ...