My scenario begins with the player landing on the planet, skipping the ascent phase to avoid a blank screen during the pod's launch sequence.
To achieve this, I modified the pod procession tick using a hardcoded value from the prototypes, as runtime access to prototype data is unavailable.
Search found 24 matches
- Tue Oct 21, 2025 7:30 am
- Forum: Modding interface requests
- Topic: [2.0.69] Access to procession prototype data (LuaProcessionPrototype)
- Replies: 0
- Views: 32
- Tue Oct 21, 2025 6:13 am
- Forum: Modding interface requests
- Topic: Access to transparent sprites for custom gui
- Replies: 3
- Views: 97
Re: Access to transparent sprites for custom gui
I haven't found any way to apply transparency on a sprite
- Mon Oct 20, 2025 6:47 pm
- Forum: Modding interface requests
- Topic: Access to transparent sprites for custom gui
- Replies: 3
- Views: 97
Access to transparent sprites for custom gui
I'm making custom gui for a scenario and I would like to have access to transparent icons like they are displayed in empty assemblers or ghost items
- Mon Oct 20, 2025 5:52 pm
- Forum: Modding interface requests
- Topic: Add LuaRecord.label
- Replies: 0
- Views: 45
Add LuaRecord.label
I'm working on a mod where I do light blueprint manipulation and I've realized that LuaRecord does not have a way to extract the blueprint label, like its LuaItemCommon counterpart
- Sat Oct 18, 2025 5:38 am
- Forum: Not a bug
- Topic: [2.0.69] Power outages might erase custom logistic network names
- Replies: 3
- Views: 315
Re: [2.0.69] Power outages might erase custom logistic network names
That is understandable, what I'm simply asking for is to prefer custom name over auto generated when merging networks in 3-roboport edge case (third roboport wakes up in between isolated first and second roboport).
Even when the two roboports have power, their nework name gets overriden by the new ...
Even when the two roboports have power, their nework name gets overriden by the new ...
- Thu Oct 16, 2025 3:19 pm
- Forum: Not a bug
- Topic: [2.0.69] Power outages might erase custom logistic network names
- Replies: 3
- Views: 315
[2.0.69] Power outages might erase custom logistic network names
What did you do?
I've placed three roboports in series and completely discharged the middle one.
What happened?
The other roboports got their own networks, both with the same custom name. After the discharged one reconnected, it created a new logistic network with autogenerated name
What did ...
I've placed three roboports in series and completely discharged the middle one.
What happened?
The other roboports got their own networks, both with the same custom name. After the discharged one reconnected, it created a new logistic network with autogenerated name
What did ...
- Sat Aug 31, 2024 12:46 pm
- Forum: Modding interface requests
- Topic: Decorative power pole prototype
- Replies: 1
- Views: 563
Decorative power pole prototype
I am trying to solve the issue with decoratively placed power poles with their own networks taking huge performance hit. My current solution is to create large power network that connects all the disconnected networks (no producer, no consumer) together, but that has other issues like having to ...
- Sat Aug 31, 2024 11:46 am
- Forum: Modding interface requests
- Topic: Method to prevent certain automatic power pole connections
- Replies: 1
- Views: 1196
Re: Method to prevent certain automatic power pole connections
I am trying to optimize power networks (many disconnected power networks) by merging them all into single big network, because the stats are being (likely) collected regardless of whether the network has any producers or consumers.
This solved UPS issues of many networks but now I need to prevent ...
This solved UPS issues of many networks but now I need to prevent ...
- Fri May 31, 2024 5:30 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 122
- Views: 47372
Re: Friday Facts #413 - Gleba
Nice job! I can't wait for what the final sprites will look like.
I hope the final mix of the soundtrack will leave out the alternating music in left and right channel at the beginning. That thing is so pronounced, it is awful.
I hope the final mix of the soundtrack will leave out the alternating music in left and right channel at the beginning. That thing is so pronounced, it is awful.
- Mon Apr 15, 2024 5:00 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 57958
Re: Friday Facts #406 - Space Age Music
What the undisclosed music at around 4:00 sounds like to me:
Infernotown.png
I have a suggestion, you could have two sets of playlists for each planet.
The discovery playlist with one or two tracks that play when the player character lands on the planet to set the mood. But then have the regular ...
Infernotown.png
I have a suggestion, you could have two sets of playlists for each planet.
The discovery playlist with one or two tracks that play when the player character lands on the planet to set the mood. But then have the regular ...
- Sat Mar 02, 2024 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Better hotkey system
- Replies: 0
- Views: 787
Better hotkey system
Factorio has a lot of hotkeys and not all hotkeys are useful in every situation. So I usually set up dual-use hotkeys. Especially when I know that the two actions will never happen simultaneously. For example connect rolling stock and jetpack. Another case is simple module inserter where you have to ...
- Mon Feb 19, 2024 8:15 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 51417
Re: Friday Facts #398 - Fulgora
This gave me an idea. It should be Like Dune II, you can't build large structures over sand or soft terrain.
https://www.myabandonware.com/media/screenshots/d/dune-ii-the-building-of-a-dynasty-1e7/dune-ii-the-building-of-a-dynasty_19.gif
There are mods for this and it should stay as such, it ...
- Sun Feb 18, 2024 10:48 pm
- Forum: Gameplay Help
- Topic: how do I set the traffic lights so that this train passes?
- Replies: 4
- Views: 1463
Re: how do I set the traffic lights so that this train passes?
My general guideline is - Put chain signals everywhere for any single-track system. Then you can tinker with regular signals later to figure out how to use them.
- Fri Feb 09, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 122
- Views: 50266
Re: Friday Facts #397 - Factoriopedia
So does Factoriopedia support uncommon cases like fuel byproducts? Is there support for scripted actions like performing a ritual that is not a part of recipe system, for example delivering specific items to selected chests to produce an item in a scenario? The Factoriopedia entry (or link) would ...
- Sun Feb 04, 2024 6:41 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Self-balancing Kovarex setup
- Replies: 6
- Views: 6120
Re: Self-balancing Kovarex setup
A full centrifuge might output up to 6 U-238. 2 for the current cycle and 4 from the following two cycles depending on inserter stack size.
I've nailed the deadlocking issue down to insufficient buffering of U-238 on the outer lane. The belt between the splitter and the merge might fill up and ...
I've nailed the deadlocking issue down to insufficient buffering of U-238 on the outer lane. The belt between the splitter and the merge might fill up and ...
- Sun Feb 04, 2024 10:45 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Self-balancing Kovarex setup
- Replies: 6
- Views: 6120
Re: Self-balancing Kovarex setup
The beautiful thing is that you can modify it whatever way you want. I didn't even attempt to optimize it yet. I just build it in my base, put in some U-235 and forget about it. I think each centrifuge will feed up to 4 centrifuges down the line, then the following ones will top up to 80. Haven't ...
- Sat Feb 03, 2024 10:13 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Self-balancing Kovarex setup
- Replies: 6
- Views: 6120
Self-balancing Kovarex setup
So I came up with Kovarex setup that uses belt and inserter mechanics to achieve self-balancing.
Now deadlock-free!
0eNq9XE1zozgQ/SsU5zhFCwmJ3Pbjsted2dPuVApj2WaDwSsgM6mp/PcV9mTixCjpbso5JcbwWl+vu/Va5nu8rAe7d1XTxzff45XtSlft+6pt4pv498LdRRtnbRO5trzror6N+q31f/bX0adt1Ty8+LZsdzZqh/7pNldttv31P80/zWf ...
Now deadlock-free!
0eNq9XE1zozgQ/SsU5zhFCwmJ3Pbjsted2dPuVApj2WaDwSsgM6mp/PcV9mTixCjpbso5JcbwWl+vu/Va5nu8rAe7d1XTxzff45XtSlft+6pt4pv498LdRRtnbRO5trzror6N+q31f/bX0adt1Ty8+LZsdzZqh/7pNldttv31P80/zWf ...
- Wed Jan 31, 2024 1:33 am
- Forum: Combinator Creations
- Topic: Fixed time round robin dispatcher (so you can mix belts without mixing items)
- Replies: 0
- Views: 1234
Fixed time round robin dispatcher (so you can mix belts without mixing items)
I have created a round robin dispatcher that I plan to use in my SE playthrough to split items off the bus and load them on the cargo rocket. It uses a mix of combinators and belts + inserters to implement the logic. As setting up signals for filters in constant combinator GUI is making my blood ...
- Sun Dec 03, 2023 9:42 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 172
- Views: 79641
Re: Friday Facts #387 - Swimming in lava
Will the map generation include special checks to ensure that anything minable that spawns near lava is accessible by the new mining drills?
In current Factorio, if you get a small island with some ore on it that a drill won't fit on, you can just use some landfill to expand it enough to fit the ...
- Fri Nov 24, 2023 3:31 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 56373
Re: Friday Facts #386 - Vulcanus
The pretty new graphics raise a question: will the new planets look nicer than Nauvis? Just because you have more experience and more time to develop? In many games, areas and buildings and features added by expansions are more detailed and more fleshed out than in the original game. I wish you ...