Search found 56 matches
- Sun Jan 18, 2026 7:47 pm
- Forum: Modding interface requests
- Topic: Multistage technology triggers
- Replies: 4
- Views: 397
- Fri Jan 16, 2026 8:56 pm
- Forum: Modding interface requests
- Topic: Technology research_trigger to have multiple triggers.
- Replies: 1
- Views: 157
Technology research_trigger to have multiple triggers.
Heya,
I'd like technology triggers to be able to have a list of many ways to trigger the technology.
e.g.:
research_trigger =
{
{
type = "mine-entity",
entity = "sand-ore",
},
{
type = "mine-entity",
entity = "sandy-rock-big",
},
{
type = "mine-entity",
entity = "sandy-rock-huge ...
I'd like technology triggers to be able to have a list of many ways to trigger the technology.
e.g.:
research_trigger =
{
{
type = "mine-entity",
entity = "sand-ore",
},
{
type = "mine-entity",
entity = "sandy-rock-big",
},
{
type = "mine-entity",
entity = "sandy-rock-huge ...
- Sun Jan 11, 2026 7:40 pm
- Forum: Modding interface requests
- Topic: Way for construction bots/blueprints to see past >1 landfill layer?
- Replies: 3
- Views: 292
Re: Way for construction bots/blueprints to see past >1 landfill layer?
My guess is this happens because it doesn't detect the new landfill tile as a type of landfill. Does your tile have the 'foundation' property or whatever it was?
Hey,
So the Deepwater-landfill item will make a deepwater tile -> water tile.
A Landfill item will make water tile -> landfill tile ...
- Sun Jan 11, 2026 1:15 pm
- Forum: Modding interface requests
- Topic: Way for construction bots/blueprints to see past >1 landfill layer?
- Replies: 3
- Views: 292
Way for construction bots/blueprints to see past >1 landfill layer?
Heya,
This is a peculiarity with my mod. It's been there since the start and it's persisted to the point where I'm just used to it now. But it is kind of annoying (especially for anyone new who isn't used to the quirk) and I hope there was some way for construction bots (or the tile itself) to fix ...
This is a peculiarity with my mod. It's been there since the start and it's persisted to the point where I'm just used to it now. But it is kind of annoying (especially for anyone new who isn't used to the quirk) and I hope there was some way for construction bots (or the tile itself) to fix ...
- 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: 537
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
Cheers
- 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: 537
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?
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?
- 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: 537
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 ...
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 ...
- Thu Sep 25, 2025 11:14 am
- Forum: Implemented mod requests
- Topic: Offset pos for resource_searching_radius
- Replies: 1
- Views: 392
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 ...
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 ...
- Sun Sep 21, 2025 3:33 am
- Forum: Implemented mod requests
- Topic: Fuel fuel_top_speed_multiplier to affect 'carprototype'
- Replies: 1
- Views: 523
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 ...
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 ...
- Sun Sep 21, 2025 3:22 am
- Forum: Implemented mod requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 9
- Views: 1428
Re: Add a custom/scriptable TechnologyTrigger
+1 for just a few different built-in tech trigger types
- Fri Sep 19, 2025 7:36 am
- Forum: Releases
- Topic: Version 2.0.66
- Replies: 8
- Views: 11474
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 ...
- Sun Sep 14, 2025 3:27 am
- Forum: Modding interface requests
- Topic: has_starting_area_placement as map setting bool
- Replies: 0
- Views: 400
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 ...
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 ...
- Thu Sep 11, 2025 10:43 pm
- Forum: Balancing
- Topic: Quality Recycler + Base game science cost
- Replies: 2
- Views: 938
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 ...
- Thu Sep 11, 2025 9:40 pm
- Forum: Balancing
- Topic: Quality Recycler + Base game science cost
- Replies: 2
- Views: 938
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 ...
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 ...
- Tue Sep 09, 2025 7:50 am
- Forum: Modding interface requests
- Topic: AccumulatorPrototype full_charge and empty_charge sprite layers
- Replies: 0
- Views: 330
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
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
- Fri Sep 05, 2025 5:07 pm
- Forum: Modding help
- Topic: Can spoilage decay into nothing?
- Replies: 2
- Views: 520
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!
Can't wait to try and eat fish before they slip straight out of my hands!
Thanks!
- Fri Sep 05, 2025 4:10 pm
- Forum: Modding help
- Topic: Can spoilage decay into nothing?
- Replies: 2
- Views: 520
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 ...
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 ...
- 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: 1208
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
(This is when turret_base_has_direction = false)
Cheers
- 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: 1208
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 ...
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 ...
- Fri Aug 22, 2025 3:45 pm
- Forum: Modding interface requests
- Topic: Ability to make Remote Drone Car/Vehicle Driving work
- Replies: 2
- Views: 877
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.
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.