Search found 52 matches

by Fishbus
Sat Sep 27, 2025 8:49 am
Forum: Modding help
Topic: Is there an established way to 'remove' a prototype from the base game?
Replies: 4
Views: 286

Re: Is there an established way to 'remove' a prototype from the base game?

Right, keep the older protoypes and throw a hidden = true on them.

Cheers 8-)
by Fishbus
Sat Sep 27, 2025 8:33 am
Forum: Modding help
Topic: Is there an established way to 'remove' a prototype from the base game?
Replies: 4
Views: 286

Re: Is there an established way to 'remove' a prototype from the base game?

Ok, I just rubberducked myself.

I had an issue in the remove.table helper function where the reference isn't checked to see if it finds a valid match and throw an error if it doesn't exist.

:lol:

Still, the core of the question remains, is it fine to just up and "nil" stuff in the base game?
by Fishbus
Sat Sep 27, 2025 8:15 am
Forum: Modding help
Topic: Is there an established way to 'remove' a prototype from the base game?
Replies: 4
Views: 286

Is there an established way to 'remove' a prototype from the base game?

Heya,

I'm trying to remove an item from the base game, so I can replace it with some other set of items without relying on overriding it.

Is there a way to remove an item from the base game when modding in a new one? For example, at some point I make:
data.raw["recipe"]["solid-fuel-from-petroleum ...
by Fishbus
Thu Sep 25, 2025 11:14 am
Forum: Implemented mod requests
Topic: Offset pos for resource_searching_radius
Replies: 1
Views: 241

Offset pos for resource_searching_radius

Heya,

I have a drill/sawmill example where it would be nice for the orientation to matter in its placement. I'm not looking for anything extravagant like a special collision box that overrides the radius.

I'd just require something simple like a resource_searching_offset which would take an {x,y ...
by Fishbus
Sun Sep 21, 2025 3:33 am
Forum: Implemented mod requests
Topic: Fuel fuel_top_speed_multiplier to affect 'carprototype'
Replies: 1
Views: 366

Fuel fuel_top_speed_multiplier to affect 'carprototype'

Hey,

I did some messing around with fuels a long time ago with fuel_top_speed_multiplier & fuel_acceleration_multiplier and this quirk still remains.

I'd expect that both car/locomotive prototypes would behave similarly in regards to fuel modifiers, but they work slightly differently:

Cars ...
by Fishbus
Sun Sep 21, 2025 3:22 am
Forum: Implemented mod requests
Topic: Add a custom/scriptable TechnologyTrigger
Replies: 9
Views: 899

Re: Add a custom/scriptable TechnologyTrigger

+1 for just a few different built-in tech trigger types
by Fishbus
Fri Sep 19, 2025 7:36 am
Forum: Releases
Topic: Version 2.0.66
Replies: 8
Views: 9330

Re: Version 2.0.66


Reverted belt building changes from 2.0.61.

I Realy did like this feature :( could you maybe ad the option to re-enable it in the settings for people like me who liked it ?


Could be one of those things where it sees biased feedback between playertype, e.g. new, speedrunner, expert, pro ...
by Fishbus
Sun Sep 14, 2025 3:27 am
Forum: Modding interface requests
Topic: has_starting_area_placement as map setting bool
Replies: 0
Views: 313

has_starting_area_placement as map setting bool

Heya,

The starting area placement is only something that can be defined in the prototype data of resources via .autoplace = resource_autoplace.resource_autoplace_settings(data).

Sometimes you want to have different map presets where you may want certain resources to be included in the starting ...
by Fishbus
Thu Sep 11, 2025 10:43 pm
Forum: Balancing
Topic: Quality Recycler + Base game science cost
Replies: 2
Views: 533

Re: Quality Recycler + Base game science cost


I clearly agree if you look at this mod https://mods.factorio.com/mod/QualityUnlocksRecycling, the cost is much more reasonable. Currently in base game you unlock quality after the end game...


I'm just thinking of the everyman who isn't going through the mod route and bring it up as a probable ...
by Fishbus
Thu Sep 11, 2025 9:40 pm
Forum: Balancing
Topic: Quality Recycler + Base game science cost
Replies: 2
Views: 533

Quality Recycler + Base game science cost

Heya,

If you play just the base game + quality mod, the science requirements for Recyclers is 5000.

Recyclers are triggered in Space Age, but in base game it is 5000 science, where the 3 prerequisites are only ~250 each. Off a glance that seems like a massive leap for such a tech.

( Also, The ...
by Fishbus
Tue Sep 09, 2025 7:50 am
Forum: Modding interface requests
Topic: AccumulatorPrototype full_charge and empty_charge sprite layers
Replies: 0
Views: 244

AccumulatorPrototype full_charge and empty_charge sprite layers

Heya,

A 'small' thing, but it would be nice to define graphics layers for accumulators that are empty and/or fully charged.

e.g. a red blinking led animation for empty, and a green led for full.

Cheers
by Fishbus
Fri Sep 05, 2025 5:07 pm
Forum: Modding help
Topic: Can spoilage decay into nothing?
Replies: 2
Views: 383

Re: Can spoilage decay into nothing?

Deliciously succinct!

Can't wait to try and eat fish before they slip straight out of my hands!

Thanks!
by Fishbus
Fri Sep 05, 2025 4:10 pm
Forum: Modding help
Topic: Can spoilage decay into nothing?
Replies: 2
Views: 383

Can spoilage decay into nothing?

More of a query!

I was thinking a little about spoilage (I haven't touched it much as I'm not really working with SA) and I had the question pop into my head:

Can an item spoil into nothing? As in, is it possible to make an item decay completely.

This would be useful if something drops on the ...
by Fishbus
Fri Sep 05, 2025 1:27 pm
Forum: Modding interface requests
Topic: [2.0.18] Turret rotates past its firing arc limit.
Replies: 4
Views: 912

Re: Allow "turret_base_has_direction = false" to not turn if it has a "turn_range" value

I've included a zipped .mkv video of in game footage of this issue happening.

(This is when turret_base_has_direction = false)

Cheers
by Fishbus
Thu Sep 04, 2025 11:38 am
Forum: Modding interface requests
Topic: [2.0.18] Turret rotates past its firing arc limit.
Replies: 4
Views: 912

Allow "turret_base_has_direction = false" to not turn if it has a "turn_range" value

Heya,

I have this annoying bug where a turret that has turret_base_has_direction = false and some turn_range limit the turret will turn its base to face the direction if an enemy exits its cone of view and then become locked into that new angle. These turrets also have the 8-way-direction flag.

If ...
by Fishbus
Fri Aug 22, 2025 3:45 pm
Forum: Modding interface requests
Topic: Ability to make Remote Drone Car/Vehicle Driving work
Replies: 2
Views: 716

Re: Ability to make Remote Drone Car/Vehicle Driving work

I've looked and can't seem to find any solution to this... So a little bump for visibility.

I'd say it's a bug if it wasn't used in the base game. It would be nice for robotics to activate this remote ability though. 8-)
by Fishbus
Sun Aug 03, 2025 6:10 pm
Forum: Already exists
Topic: [Solved]Allow roboport equipment to work on a train while in Automatic mode
Replies: 4
Views: 640

Re: Allow roboport equipment to work on a train while in Automatic mode

Rseding91 wrote: Sun Aug 03, 2025 6:03 pm The Factorio+ mod which adds the grid has not set

Code: Select all

allow_robot_dispatch_in_automatic_mode = true
on the rolling stock.
Thank you, that is my fault. I'll update the mod.
by Fishbus
Sun Aug 03, 2025 5:14 pm
Forum: Already exists
Topic: [Solved]Allow roboport equipment to work on a train while in Automatic mode
Replies: 4
Views: 640

[Solved]Allow roboport equipment to work on a train while in Automatic mode

Heya,

I have a train with an equipment wagon (A cargo wagon with an equipment grid).

The roboport equipment DOES work (robots are sent out in range of the train/wagon) when the train is being driven on 'Manual', but when the train is on 'Automatic' the robots don't leave the train.

My default ...
by Fishbus
Mon Jul 14, 2025 7:53 am
Forum: Modding interface requests
Topic: Create-entity trigger "as_player"
Replies: 0
Views: 163

Create-entity trigger "as_player"

Heya,

When using the create-entity trigger, there is a property called "as_enemy" which forces the owner to be the enemy force

Would it be possible to make an "as_player" which would make the resulting entity be the player force.

Perhaps that would be at odds with the other one, so perhaps a ...

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