Search found 291 matches
- Mon May 18, 2026 11:44 am
- Forum: Not a bug
- Topic: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
- Replies: 5
- Views: 188
Re: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
That's understandable, i thought since upgrade planner had the restriction, fast replacing had it too
- Mon May 18, 2026 11:11 am
- Forum: Not a bug
- Topic: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
- Replies: 5
- Views: 188
Re: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
Its... weird. It allows fast replacing assemblers that'd collide when placing a foundry, but not when placing an oil refinery.
This is with a mod that just does this:
for type, _ in pairs(defines.prototypes.entity) do
for _, prototype in pairs(data.raw[type] or {}) do
prototype.fast_replaceable ...
This is with a mod that just does this:
for type, _ in pairs(defines.prototypes.entity) do
for _, prototype in pairs(data.raw[type] or {}) do
prototype.fast_replaceable ...
- Mon May 18, 2026 10:46 am
- Forum: Not a bug
- Topic: [2.0.76] Solar panels can be fast replaced despite having different collision boxes
- Replies: 5
- Views: 188
[2.0.76] Solar panels can be fast replaced despite having different collision boxes
- Install https://mods.factorio.com/mod/Tiny_Solar (version 1.0.8)
- /cheat all
- Place a 3x3 grid of tiny solar panels изображение.png
- Force build (ctrl + shift + click) a regular solar panel in the middle изображение.png
- When a robot builds it, the solar panel now overlaps the 8 tiny solar ...
- /cheat all
- Place a 3x3 grid of tiny solar panels изображение.png
- Force build (ctrl + shift + click) a regular solar panel in the middle изображение.png
- When a robot builds it, the solar panel now overlaps the 8 tiny solar ...
- Fri May 15, 2026 6:44 pm
- Forum: Resolved Requests
- Topic: All runtime MapGenSettings properties are optional.
- Replies: 2
- Views: 157
Re: All runtime MapGenSettings properties are optional.
Thanks. For autoplace_settings, i was just curious/evaluating the options i had, if its complicated i'd need to test it anyway, no need to dig deep into it.
- Tue May 12, 2026 5:27 am
- Forum: Modding interface requests
- Topic: Add LuaSurface::show_fog, similar to LuaSurface::show_clouds
- Replies: 1
- Views: 123
Re: Add LuaSurface::show_fog, similar to LuaSurface::show_clouds
Just noting that screenshots can already hide fog https://lua-api.factorio.com/latest/cla ... screenshotTacticalMook wrote: Tue May 12, 2026 2:51 am Screen capture mods might like to use this feature, too.
- Mon May 11, 2026 7:06 pm
- Forum: Resolved Requests
- Topic: Copy paste error in ProttoypeFilter
- Replies: 1
- Views: 126
Copy paste error in ProttoypeFilter
https://lua-api.factorio.com/latest/con ... ilter.html says "Every filter can only be used with its corresponding event", however this type is only used in Gui elements, not events
- Mon May 11, 2026 6:28 pm
- Forum: Modding interface requests
- Topic: LuaRendering antialiasing
- Replies: 0
- Views: 94
LuaRendering antialiasing
Is it possible to get a flag on LuaRenderObjects to enable some sort of anti-aliasing?
Sprites and animations do it (unless SpriteFlags on SpritePrototype change it), but can geometric shapes get it too?
Circles espeically look ugly at low zoom levels
Sprites and animations do it (unless SpriteFlags on SpritePrototype change it), but can geometric shapes get it too?
Circles espeically look ugly at low zoom levels
- Mon May 11, 2026 5:38 pm
- Forum: Resolved Requests
- Topic: All runtime MapGenSettings properties are optional.
- Replies: 2
- Views: 157
All runtime MapGenSettings properties are optional.
https://lua-api.factorio.com/latest/concepts/MapGenSettings.html doesn't list any property as optional, however you can create a surface with an empty MapGenSettings /c game.create_surface("some-surface", {})
As such, all properties should be marked as optional. It'd also be good to specify what ...
As such, all properties should be marked as optional. It'd also be good to specify what ...
- Mon May 11, 2026 3:13 pm
- Forum: Modding help
- Topic: Is it possible to directly generate pollution within a trigger?
- Replies: 2
- Views: 494
Re: Is it possible to directly generate pollution within a trigger?
Pollution trigger effect will be added in 2.1 viewtopic.php?p=687450
But right now you can use script trigger effects as said above.
But right now you can use script trigger effects as said above.
- Mon May 11, 2026 2:37 am
- Forum: Resolved for the next release
- Topic: [2.0.76] Crash loading a save with a particular mod (Space platform isStarterPackApplied consistency)
- Replies: 1
- Views: 472
[2.0.76] Crash loading a save with a particular mod (Space platform isStarterPackApplied consistency)
Download and unzip the mod into the mods folder:
Load the save file:
Game crashes: If needed, i can later try narrowing down what changes in the mod causes the issue.
Load the save file:
Game crashes: If needed, i can later try narrowing down what changes in the mod causes the issue.
- Sat May 09, 2026 11:54 pm
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 6
- Views: 738
Re: ItemPrototype::spoil_bar_visible
Oh right, it doesn't control drawing it in inventories. Sorry for the confusion
- Sat May 09, 2026 10:21 pm
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 6
- Views: 738
Re: ItemPrototype::spoil_bar_visible
Can there also be one for ammo bar? For items whose main purpose isn't being ammo.Rseding91 wrote: Sat Mar 14, 2026 2:01 pm For 2.1 I've added ItemPrototypeFlags hide-health-bar-in-world, and hide-spoilage-bar-in-world.
Or would that not be a thing similar to science packs?
- Fri May 08, 2026 2:02 pm
- Forum: Modding interface requests
- Topic: Make collision-mask-util.lua use utility constant `default_collision_masks`
- Replies: 0
- Views: 149
Make collision-mask-util.lua use utility constant `default_collision_masks`
collision-mask-util.lua in core/lualib uses collision-mask-default.lua to use as default. collision-mask-default.lua returns a constant table. While this doesn't allow mods to change the default, this is fine.
However, there also exists a utility constant default_collision_masks . The two are ...
However, there also exists a utility constant default_collision_masks . The two are ...
- Thu May 07, 2026 1:17 pm
- Forum: Bug Reports
- Topic: [2.0.76] Factoriopedia does not show Yield if item has a recipe
- Replies: 0
- Views: 169
[2.0.76] Factoriopedia does not show Yield if item has a recipe
Make a transport belt yield a different item:
data.raw["transport-belt"]["transport-belt"].minable = {mining_time = 0.1, result = "copper-plate", count = 1}
Yield is not show in factoriopedia.
изображение.png
Also remove the transport belt recipe:
data.raw["recipe"]["transport-belt"] = nil ...
data.raw["transport-belt"]["transport-belt"].minable = {mining_time = 0.1, result = "copper-plate", count = 1}
Yield is not show in factoriopedia.
изображение.png
Also remove the transport belt recipe:
data.raw["recipe"]["transport-belt"] = nil ...
- Mon May 04, 2026 7:48 pm
- Forum: Modding interface requests
- Topic: Overwrite dependency incompatibility
- Replies: 12
- Views: 931
Re: Overwrite dependency incompatibility
Most (if not all) licenses mods use allow you to edit files locally. But also, you can ask the author to remove the incompatibility, and often they'll change it. An incompatibility can be replaced with a custom error message at data or settings stage that other mods could disable.
- Sun May 03, 2026 7:51 pm
- Forum: Modding interface requests
- Topic: Add Factoriopedia Recipe Category Group prototype
- Replies: 8
- Views: 964
Re: Allow modders to create Factoriopedia recipe groups(Like currently-hardcoded fill/empty barrel recipe groups)
This is the same request as viewtopic.php?p=671080 (and i +1 it anyway)
- Sun May 03, 2026 10:13 am
- Forum: Ideas and Suggestions
- Topic: Display Panel QoL change
- Replies: 2
- Views: 279
Re: Display Panel QoL change
This is a bug that will be fixed in 2.1 viewtopic.php?p=685853
- Sun May 03, 2026 10:10 am
- Forum: Won't implement
- Topic: Mod Folders
- Replies: 2
- Views: 249
Re: Mod Folders
The game prompts you to sync mods with a save file if you don't have a mod enabled that is enabled in the save. So if you make a save, you can later restore the exact mods you used.
- Sun May 03, 2026 10:08 am
- Forum: Modding interface requests
- Topic: Add a slider-setting as a new type of mod setting
- Replies: 20
- Views: 3029
Re: Add a slider-setting as a new type of mod setting
Sliders can accept an arbitrary minimum an maximum value, as well as a "step" value (how much is each notch). So yes.
- Thu Apr 30, 2026 9:18 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Cannot put item-with-entity-data into an ingredient slot if there is exactly one item already
- Replies: 1
- Views: 272
[2.0.76] Cannot put item-with-entity-data into an ingredient slot if there is exactly one item already
- Define a recipe like this
data.extend{
{
type = "recipe",
name = "spidertrons",
ingredients = {
{type = "item", name = "spidertron", amount = 4},
},
results = {
{type = "item", name = "iron-plate", amount = 4},
},
}
}
- Place an assembler with that recipe
- Put one spidertron into ...
data.extend{
{
type = "recipe",
name = "spidertrons",
ingredients = {
{type = "item", name = "spidertron", amount = 4},
},
results = {
{type = "item", name = "iron-plate", amount = 4},
},
}
}
- Place an assembler with that recipe
- Put one spidertron into ...