I agree with both points you made here.Donion wrote: Tue Jun 16, 2026 2:10 pm I believe the Surface option should also be force scoped, don't you think?
For the Local one, I consider it more of an environmental sound so if a player of a different force can see it it should be able to hear it as well. So I would leave that as is.
Search found 22 matches
- Tue Jun 16, 2026 7:37 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 915
Re: Programmable speaker's Global option should be Force scoped
- Mon Jun 15, 2026 9:47 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 915
Re: Programmable speaker's Global option should be Force scoped
Global sounds being force scoped makes sense at a first glance.
I don't like the idea of adding another option, though. Is there actually a good usecase for Global (all forces)?
No I don't have any use case for Global (all force). But really force scoping should really help.
Currently in my ...
- Fri Jun 12, 2026 7:41 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 915
Re: Programmable speaker's Global option should be Force scoped
Bump. This is a very minor but legit ask that fixes the issue of global speakers in mutiple team settings.
It can be hard to easily create a testable scenario. You can use my mod MTS to help with that: https://mods.factorio.com/mod/multi-team-support
Join two players as two different teams, and ...
It can be hard to easily create a testable scenario. You can use my mod MTS to help with that: https://mods.factorio.com/mod/multi-team-support
Join two players as two different teams, and ...
- Mon May 11, 2026 7:52 am
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 915
Programmable speaker's Global option should be Force scoped
When playing with multiple teams (Using `Multi-team Support` mod), if a player sets up a Programmable Speaker to alert themselves in Global mode, then the global alert sound should be heard by only those players who belong to the same force as the player.
There is a clear usecase for Force level ...
There is a clear usecase for Force level ...
- Sat Apr 11, 2026 2:32 am
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 814
Re: Disconnect multiplayer cursors from friendship status
Remote view can not view areas that are not actively explored by radar coverage. Force chart sharing is not enabled by default.
So it sounds like you’ve shared charting everywhere when you don’t actually want that.
@Rseding91 I don't understand why is it so hard to agree on. That we are ...
- Sun Apr 05, 2026 6:19 am
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 814
Re: Disconnect multiplayer cursors from friendship status
So to repeat the earlier problem statement:
I would like to be able to share my team's charting with another team, but also I do not want to allow the other team to be able to interact with my logistics or mess up my requests or rotate some inserter.
Basically the request is the disconnect `share ...
I would like to be able to share my team's charting with another team, but also I do not want to allow the other team to be able to interact with my logistics or mess up my requests or rotate some inserter.
Basically the request is the disconnect `share ...
- Sun Apr 05, 2026 6:17 am
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 814
Re: Disconnect multiplayer cursors from friendship status
ok you're right that remote view normally requires radar coverage, but I dug into why players can see everything in my current Platformer run. And found the answer: god controller mode.
The Platformer mod (which Solo Teams is using currently) destroys the player's character entity on spawn. With no ...
The Platformer mod (which Solo Teams is using currently) destroys the player's character entity on spawn. With no ...
- Sat Apr 04, 2026 11:01 pm
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 814
Re: Disconnect multiplayer cursors from friendship status
My mod creates separate forces for players, each with their own surface. Players can navigate to other surfaces via GPS tags printed in chat. Remote view opens on the foreign surface, no radar coverage needed, no friendship set.
So the premise that "players can only view areas with radar coverage ...
So the premise that "players can only view areas with radar coverage ...
- Sat Apr 04, 2026 9:39 pm
- Forum: Modding interface requests
- Topic: Disconnect multiplayer cursors from friendship status
- Replies: 7
- Views: 814
Disconnect multiplayer cursors from friendship status
Need an API to allow seeing multiplayer cursors even when other forces are not your friends.
I am actively working on a mod called Solo-Teams (https://mods.factorio.com/mod/solo-teams) that facilitates multiplayer mode.
One of the issues I am facing is that I need players to be able to see who is ...
I am actively working on a mod called Solo-Teams (https://mods.factorio.com/mod/solo-teams) that facilitates multiplayer mode.
One of the issues I am facing is that I need players to be able to see who is ...
- Wed Dec 03, 2025 3:50 am
- Forum: Already exists
- Topic: Expose logistic networks per force without spatial queries
- Replies: 1
- Views: 562
Re: Expose logistic networks per force without spatial queries
Nevermind, I didn't do my research properly.
This already exists:
https://lua-api.factorio.com/latest/cla ... c_networks
Please close this request.
This already exists:
https://lua-api.factorio.com/latest/cla ... c_networks
Please close this request.
- Wed Dec 03, 2025 3:16 am
- Forum: Already exists
- Topic: Expose logistic networks per force without spatial queries
- Replies: 1
- Views: 562
Expose logistic networks per force without spatial queries
Currently there's no way to retrieve all logistic networks belonging to a force.
The existing API offers spatial queries like LuaSurface.find_logistic_networks_by_construction_area() and LuaSurface.find_logistic_network_by_position() , but nothing that maps forces to their networks directly ...
The existing API offers spatial queries like LuaSurface.find_logistic_networks_by_construction_area() and LuaSurface.find_logistic_network_by_position() , but nothing that maps forces to their networks directly ...
- Wed Dec 18, 2024 8:06 pm
- Forum: Not a bug
- Topic: [2.0.23] share_chart does not work if set_friend is false
- Replies: 7
- Views: 1590
Re: [2.0.23] share_chart does not work if set_friend is false
There is no way to let enemies share charting and as far as I can tell it has never existed. In 1.1 share_chart would never share with non-friend forces.
Appreciate your response, but the issue exists nonetheless. Is there anything you guys can do to help with the problem statement?
Problem ...
- Tue Dec 17, 2024 6:36 am
- Forum: Not a bug
- Topic: [2.0.23] share_chart does not work if set_friend is false
- Replies: 7
- Views: 1590
Re: [2.0.23] share_chart does not work if set_friend is false
Thanks for the report however this is unchanged. share_chart is a boolean on a given force where it will share its charting with all friendly forces. It is not a list of forces it will share with: that is determined by who is a friend of the force.
@Rseding91, So you are saying there is no way ...
- Thu Oct 24, 2024 9:13 pm
- Forum: Not a bug
- Topic: Mods/scenarios with multiple forces broken
- Replies: 4
- Views: 999
Re: Mods/scenarios with multiple forces broken
Hello, I'm unable to reproduce it. Enemy forces can't alter each other's entities in remote view. This is likely a mod error. If you still think it's a bug in the engine, please share the save file.
Hmm, okay. Yes sorry it turned out a false alarm.
The mod owner just messaged me that it could ...
- Thu Oct 24, 2024 8:53 pm
- Forum: Not a bug
- Topic: Mods/scenarios with multiple forces broken
- Replies: 4
- Views: 999
Re: Mods/scenarios with multiple forces broken
Do you have some examples where it isn’t working correctly?
I have uploaded a video showing the bug. You can check it out yourself on the same server that I got on.
But it requires 2.0.9.
Also you will have to join any team to get out of the new player staging area.
Recorded bug here: https ...
- Thu Oct 24, 2024 7:24 pm
- Forum: Not a bug
- Topic: Mods/scenarios with multiple forces broken
- Replies: 4
- Views: 999
Mods/scenarios with multiple forces broken
Hello,
One the the very popular PvPish mod called OARC is simply broken due to the remote view capabilities of 2.0.
So players of one force can simply change recipes or inserter filters of another force remotely.
This is completely game breaking and also allows griefing from someone not belonging to ...
One the the very popular PvPish mod called OARC is simply broken due to the remote view capabilities of 2.0.
So players of one force can simply change recipes or inserter filters of another force remotely.
This is completely game breaking and also allows griefing from someone not belonging to ...
- Mon Jul 29, 2024 4:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.85] Icon dump truncates names with `:`
- Replies: 15
- Views: 7004
Re: [1.1.85] Icon dump truncates names with `:`
Thanks for the report. There are a few options here but the easiest one is for mods to not use that character in prototype names if they want to work with icon dumping. Windows does not allow you to create a file with the ":" character in the filename. The underlying filesystem might 'accept' it ...
- Sat Jun 29, 2024 9:20 pm
- Forum: Multiplayer
- Topic: The "Mega Cities" / "Trade Cities" server abuses reset API
- Replies: 2
- Views: 4197
The "Mega Cities" / "Trade Cities" server abuses reset API
Dear devs,
I would like to report an issue which is kinda in the grey area. Devs probably doesn't care about it, but it puts a sour taste in my experience of multiplayer lobby.
There is this server that goes by "Mega Cities" or sometimes as "Trade Cities". It abuses the `reset_time_played` API to ...
I would like to report an issue which is kinda in the grey area. Devs probably doesn't care about it, but it puts a sour taste in my experience of multiplayer lobby.
There is this server that goes by "Mega Cities" or sometimes as "Trade Cities". It abuses the `reset_time_played` API to ...
- Thu Feb 29, 2024 11:30 pm
- Forum: Outdated/Not implemented
- Topic: Splitter filter and input priority
- Replies: 4
- Views: 2522
Re: Splitter filter and input priority
Don't know how to delete, please consider this thread closed.
- Thu Feb 29, 2024 11:29 pm
- Forum: Outdated/Not implemented
- Topic: Splitter filter and input priority
- Replies: 4
- Views: 2522
Re: Splitter filter and input priority
oof, worry wrong observation I mixed up with something I was thinking about output priority. I will delete this thread.