Search found 518 matches

by BraveCaperCat
Mon Jun 29, 2026 3:34 pm
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 18
Views: 6643

Re: on_module_changed (assembler, furnace)


Detecting when modules change can be done with the current modding API. Modules can only be changed by a player manually moving them, by item request proxies ("ghosts"), or by scripting.

For players manually placing/removing modules: a player can only change modules for an entity if it's their ...
by BraveCaperCat
Sat Jun 27, 2026 6:40 pm
Forum: Modding interface requests
Topic: Custom quality definitions
Replies: 1
Views: 146

Re: Custom quality definitions

Here's my proposal for how exactly this could be done:

We add a modifiers property to the quality prototype of the type dictionary[string -> dictionary[string -> Struct]] where the Struct has a type property of the type "additive"|"multiplicative" and a value property of the type double .

The ...
by BraveCaperCat
Fri Jun 26, 2026 11:37 am
Forum: News
Topic: Friday Facts #444 - 2.1 Experimental release
Replies: 70
Views: 13112

Re: Friday Facts #444 - 2.1 Experimental release

Why wasn't the character limit on the forums mentioned? You obviously seemed to have a problem with posting the changelog here, as you wouldn't have had to split it into one long post and an even longer post otherwise.

On that note... why was the first post shorter than the second?
by BraveCaperCat
Tue Jun 23, 2026 3:14 pm
Forum: Resolved Requests
Topic: [2.1] RecipePrototype::requires_ingredients_to_unlock_results
Replies: 4
Views: 185

Re: [2.1] RecipePrototype::requires_ingredients_to_unlock_results


Where does it say that `hidden` is a string? https://lua-api.factorio.com/2.1.7/prototypes/PrototypeBase.html#hidden clearly shows it as being boolean.


I'm talking about the requires_ingredients_to_unlock_results property, which is a boolean as described on the page, but with a default value of ...
by BraveCaperCat
Tue Jun 23, 2026 2:16 pm
Forum: Resolved Requests
Topic: [2.1] RecipePrototype::requires_ingredients_to_unlock_results
Replies: 4
Views: 185

[2.1] RecipePrototype::requires_ingredients_to_unlock_results

On the 2.1 docs, for the new property requires_ingredients_to_unlock_results , the recipe prototype page says that it's of type boolean yet the page also says that it has a default value of "Value of hidden ". This doesn't make sense, as the boolean and string types are generally considered to be ...
by BraveCaperCat
Tue Jun 23, 2026 1:13 pm
Forum: Documentation Improvement Requests
Topic: [2.1] Link colour
Replies: 0
Views: 92

[2.1] Link colour

On the 2.1 version of the docs, some links appear to have gotten coloured blue/green/a different orange for links that go from one section of the docs to another. (e.g. prototype docs to auxiliary docs) I personally don't like this change and would like a way to either revert the colours to the ...
by BraveCaperCat
Mon Jun 22, 2026 4:36 pm
Forum: Modding interface requests
Topic: Runtime thruster type entity special behaviour
Replies: 2
Views: 229

Re: Runtime thruster type entity special behaviour


The Thruster type entity is highly controlled by the Space Platform behavior and LuaEntity attribute active is not enough to have full control over the thrusters.
Using active attribute constantly makes it so that it flickers between the two states every tick

The use case for this is that ...
by BraveCaperCat
Mon Jun 22, 2026 4:28 pm
Forum: Modding interface requests
Topic: request_train_path{blacklist=...}
Replies: 2
Views: 214

Re: request_train_path{blacklist=...}

Can you not just destroy the rail ends, request the path and then put them back?
by BraveCaperCat
Mon Jun 22, 2026 4:22 pm
Forum: Modding interface requests
Topic: Entity: 1x1 Lane balancer
Replies: 8
Views: 706

Re: Entity: 1x1 Lane balancer


I think what you are looking for is Lane Balancers mod:
https://mods.factorio.com/mod/lane-balancers
(It does not even have control.lua, making it entirely scriptless)


I don't think you read the original post. It's nothing like what we're looking for, since it only swaps the 2 lanes if both ...
by BraveCaperCat
Sat Jun 20, 2026 11:06 pm
Forum: General discussion
Topic: Title screen
Replies: 5
Views: 552

Re: Title screen

Loewchen wrote: Sat Jun 20, 2026 10:56 pm You should explain in more detail what you mean.
They're probably expecting the english localisation for the "Single player" button to say "Singleplayer", or the localisation for the "Multiplayer" button to say "Multi player", so that it's consistent.
by BraveCaperCat
Fri Jun 19, 2026 2:39 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 48
Views: 33511

Re: Friday Facts #437 - Cargo Pod Deep Dive

LizardOfOz wrote: Fri Jun 19, 2026 12:59 pm One of the best games ever made is getting even better one more time.
I think you're a bit late... like almost 2 years late...
by BraveCaperCat
Wed Jun 17, 2026 7:53 am
Forum: Mod portal Discussion
Topic: Internal name is inconsistently (not?) case sensitive
Replies: 5
Views: 473

Re: Internal name is inconsistently (not?) case sensitive


This is not going to happen because mods are stored as zips in mods directory and windows being case insensitive would cause file name conflicts if there were 2 files to be put in the same directory that only differ in character cases, for example if someone had a Lightorio_1.0.0.zip and lightorio ...
by BraveCaperCat
Mon Jun 15, 2026 7:13 pm
Forum: Mod portal Discussion
Topic: Internal name is inconsistently (not?) case sensitive
Replies: 5
Views: 473

Internal name is inconsistently (not?) case sensitive

I've been creating a mod called "Lightorio" (that's the internal name, btw) but the mod portal won't let me upload the mod, with the error "Mod with that name already exists." Even though I checked before I even started making the mod that the internal name wasn't already used by another mod. So, I ...
by BraveCaperCat
Sun Jun 14, 2026 6:32 pm
Forum: Modding interface requests
Topic: Define Primary Recipe on Item / Fluid
Replies: 11
Views: 2615

Re: Define Primary Recipe on Item / Fluid

+1
I don't want my recipe and item to be separated into 2 different pages on factoriopedia, when it only needs to be one page, regardless of what I choose to name the recipe internally.
Maybe a main_recipe property on an item mirroring the main_product property of a recipe. This could even be used ...
by BraveCaperCat
Sun Jun 14, 2026 1:11 pm
Forum: Modding interface requests
Topic: [2.0] Forcing visible fluidboxes
Replies: 2
Views: 222

Re: [2.0] Forcing visible fluidboxes


a non-fluid recipe validates the "no fluid recipe" requirement because its not a fluid recipe. perhaps instead it should be fluid_boxes_always_on?


Yeah, but it acts as if the fluid part isn't there. When false , it only shows the fluid boxes when there isn't a recipe or when the recipe uses the ...
by BraveCaperCat
Sat Jun 13, 2026 6:50 am
Forum: Modding interface requests
Topic: Let techs modify buildings (mod support)
Replies: 3
Views: 290

Re: Let techs modify buildings (mod support)

+1
I can see how this might be difficult for the developers to implement, though.
by BraveCaperCat
Fri Jun 12, 2026 11:29 pm
Forum: Modding interface requests
Topic: [2.0] Forcing visible fluidboxes
Replies: 2
Views: 222

[2.0] Forcing visible fluidboxes

Currently, I'm working on a mod where certain types of recipes have effects in-world. (creating/destroying/modifying entities)
One of these changes depending on the rotation of the machine - for one particular machine, which currently is using the placeholder graphics of an assembling machine 2, I ...
by BraveCaperCat
Fri Jun 12, 2026 11:15 pm
Forum: Documentation Improvement Requests
Topic: AssemblingMachinePrototype::fluid_boxes_off_when_no_fluid_recipe
Replies: 1
Views: 1043

Re: AssemblingMachinePrototype::fluid_boxes_off_when_no_fluid_recipe

+1
I expected the property to allow me to have fluid boxes always display, which is what I want - not whatever this fluid_boxes_off_when_no_fluid_recipe thing is.

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