1. Start a new game with any mod that creates map settings or per-player settings. (I've tested individually with Cerys, Variant Hotkeys, Auto-Switch Techs, Maraxsis - all of them have this bug.)
2. In game, open the mod settings menu.
3. Change the value of any map or per-player setting.
4. Press ...
Search found 15 matches
- Tue Jul 08, 2025 1:26 am
- Forum: Duplicates
- Topic: [2.0.58] Mod settings revert when menu is opened again before resuming game
- Replies: 1
- Views: 167
- Sat Jul 05, 2025 8:30 pm
- Forum: Modding interface requests
- Topic: Modding Dependency without Code
- Replies: 2
- Views: 296
Re: Modding Dependency without Code
+1. For example I would like to have this for the Space Age mod. Currently, if I make a mod that uses Space Age graphics but is incompatible with Space Age itself, I can't just include graphics like "__space-age__/graphics/something.png", because it will complain that the Space Age mod is disabled ...
- Thu Jul 03, 2025 4:29 pm
- Forum: Modding interface requests
- Topic: Allow setting player cursor to fluid or virtual signal
- Replies: 2
- Views: 333
Re: Allow setting player cursor to fluid or virtual signal
+1, I would like to be able to read the current virtual-signal in the cursor and also set it. Would be useful for this mod, for example: https://mods.factorio.com/mod/VariantHotkeys
- Wed Jun 18, 2025 8:08 am
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 39
- Views: 2964
Re: QualityPrototype extended
This looks great! I would like one of these two:
* `QualityPrototype.crafting_machine_power_usage_multiplier`
* `CraftingMachinePrototype.scale_energy_usage_with_quality` (boolean that makes crafting machine's power consumption scale in the same way as `QualityPrototype.crafting_machine_speed ...
* `QualityPrototype.crafting_machine_power_usage_multiplier`
* `CraftingMachinePrototype.scale_energy_usage_with_quality` (boolean that makes crafting machine's power consumption scale in the same way as `QualityPrototype.crafting_machine_speed ...
- Mon Jun 16, 2025 5:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
- Replies: 6
- Views: 1612
Re: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
I made a modded assembler that creates 2 attached loaders when you place it. When you rotate it the attached loaders get rotated. Noticed that the sprites weren't rotating so I tried writing .direction in my code to make it rotate but that didn't work. So I asked on the mod-dev-help discord ...
- Thu Jun 12, 2025 3:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
- Replies: 6
- Views: 1612
Re: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
Adding the extra fluid box solves my issue. If you remove the rotation event it doesn't affect that, I will still need the extra fluid box.
If it's intentional that .direction cannot be changed for these assemblers after they've been placed, I think there should be a note on that somewhere ...
If it's intentional that .direction cannot be changed for these assemblers after they've been placed, I think there should be a note on that somewhere ...
- Fri Jun 06, 2025 5:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
- Replies: 6
- Views: 1612
Re: [2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
I ran into this issue with my mod. Non-square assemblers can be rotated, but if the machine has no fluidboxes or fluid_boxes_off_when_no_fluid_recipe == true, then pressing the rotate key on it will raise the rotation event but the entity's .direction doesn't update. Basically it looks like there's ...
- Fri Jun 06, 2025 5:33 am
- Forum: Modding interface requests
- Topic: Allow 180 rotation of rectangular crafting machines after placement
- Replies: 2
- Views: 1194
Re: Allow 180 rotation of rectangular crafting machines after placement
Related: https://forums.factorio.com/viewtopic.php?t=129252
From my testing rotation works and rotates a 2x1 assembler 180 degrees, but only if it has fluidboxes and fluid_boxes_off_when_no_fluid_recipe == false. Otherwise there's an engine optimization/bug that prevents changing the entity's ...
From my testing rotation works and rotates a 2x1 assembler 180 degrees, but only if it has fluidboxes and fluid_boxes_off_when_no_fluid_recipe == false. Otherwise there's an engine optimization/bug that prevents changing the entity's ...
- Wed Mar 05, 2025 2:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.38] Generator-equipment item tooltip has wrong power consumption
- Replies: 1
- Views: 1315
[Genhis][2.0.38] Generator-equipment item tooltip has wrong power consumption
* Add a generator-equipment with power of say 200kW, with a burner power source with effectivity 0.5. Add an item with place_as_equipment_result of that generator-equipment. (You could download this mod and then unzip and change the line in data.lua that sets effectivity = 1 to instead make it 0.5 ...
- Wed Feb 26, 2025 6:13 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.35] Quality burner-generator has wrong max consumption tooltip
- Replies: 1
- Views: 1294
[2.0.35] Quality burner-generator has wrong max consumption tooltip
Go in map editor. Use the sidebar to place down a legendary burner-generator. Tooltip says max consumption is 2.0 MW (efficiency 50% , power output 2.5 MW). If you put coal in it and put down an electric interface to use up the energy, and time it, it burns 50 coal in 40 seconds so it's actually ...
- Wed Jan 15, 2025 11:18 pm
- Forum: Not a bug
- Topic: [2.0.30] Inserter in cursor cannot be flipped/mirrored
- Replies: 3
- Views: 606
Re: [2.0.30] Inserter in cursor cannot be flipped/mirrored
I figured out how to get the 2nd way of reproducing it to work - you have to press ctrl-C to copy it, instead of pipetting it. Thought I was going crazy!
1. Install Sharp Inserters mod, and start a new game.
2. Place an inserter or ghost, with default orientation (pick up north, insert north-west ...
1. Install Sharp Inserters mod, and start a new game.
2. Place an inserter or ghost, with default orientation (pick up north, insert north-west ...
- Wed Jan 15, 2025 8:14 am
- Forum: Not a bug
- Topic: [2.0.30] Inserter in cursor cannot be flipped/mirrored
- Replies: 3
- Views: 606
[2.0.30] Inserter in cursor cannot be flipped/mirrored
Issue only appears when using modded inserters that have modified pickup/drop positions.
Issue observed when using this mod: https://mods.factorio.com/mod/SharpInserters
How to reproduce:
* Pick up a modded inserter (or ghost) in your cursor.
* Press flip key - it doesn't flip.
Another way to ...
Issue observed when using this mod: https://mods.factorio.com/mod/SharpInserters
How to reproduce:
* Pick up a modded inserter (or ghost) in your cursor.
* Press flip key - it doesn't flip.
Another way to ...
- Fri Dec 27, 2024 12:42 pm
- Forum: Modding interface requests
- Topic: Planet/surface field in TechnologyTrigger
- Replies: 0
- Views: 188
Planet/surface field in TechnologyTrigger
A new optional field in TechnologyTrigger subtypes like BuildEntityTechnologyTrigger that allows them to be planet-specific.
Examples of triggers:
"Build a rocket silo on Vulcanus"
"Craft 100 iron ore on Aquilo"
"Harvest a tree on Fulgora"
Examples of triggers:
"Build a rocket silo on Vulcanus"
"Craft 100 iron ore on Aquilo"
"Harvest a tree on Fulgora"
- Thu Nov 28, 2024 1:51 pm
- Forum: Resolved Requests
- Topic: [2.0.22] LuaPlayer open_map, zoom_to_world, close_map
- Replies: 3
- Views: 535
[2.0.22] LuaPlayer open_map, zoom_to_world, close_map
See here: https://lua-api.factorio.com/latest/classes/LuaPlayer.html#render_mode
The description tells me to use LuaPlayer::open_map, LuaPlayer::zoom_to_world and LuaPlayer::close_map. When I try to call those in my control.lua I get an error saying LuaPlayer does not contain those keys.
Seems ...
The description tells me to use LuaPlayer::open_map, LuaPlayer::zoom_to_world and LuaPlayer::close_map. When I try to call those in my control.lua I get an error saying LuaPlayer does not contain those keys.
Seems ...
- Fri Jul 19, 2024 10:20 am
- Forum: Mod portal Discussion
- Topic: Mod portal search doesn't find a work present in a mod's name
- Replies: 7
- Views: 1490
Re: Mod portal search doesn't find a work present in a mod's name
Hi, I created this mod. In the mod's info.json I set the title to "Build Without Rhythm" (3 spaces) as a joke. I tried to also set it like that in the mod website, but the site eliminates duplicate spaces, so instead I gave it the name "Build Without Rhythm" which contains Unicode space-like ...