Search found 518 matches
- 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 ...
- 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 ...
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 ...
- 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?
On that note... why was the first post shorter than the second?
- 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 ...
- 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 ...
- 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 ...
- Mon Jun 22, 2026 4:48 pm
- Forum: Modding interface requests
- Topic: Allow exoskeleton equipment to boost locomotive speed
- Replies: 1
- Views: 182
- 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 ...
- Mon Jun 22, 2026 4:30 pm
- Forum: Modding interface requests
- Topic: Add fallback migrations, a type of migration stored in saves used when a prototype is found invalid without a migration.
- Replies: 3
- Views: 323
- 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?
- 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 ...
- Sat Jun 20, 2026 11:06 pm
- Forum: General discussion
- Topic: Title screen
- Replies: 5
- Views: 552
Re: Title screen
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.
- 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
I think you're a bit late... like almost 2 years late...LizardOfOz wrote: Fri Jun 19, 2026 12:59 pm One of the best games ever made is getting even better one more time.
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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.
I can see how this might be difficult for the developers to implement, though.
- 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 ...
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 ...
- 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.
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.