Search found 22 matches

by bits-orio
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

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.
I agree with both points you made here.
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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.
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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 ...
by bits-orio
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.
by bits-orio
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.

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