What?
Buffer chests should have the same source priority as passive provider chests IF there are no items in storage chests.
To be more precise...
When the game looks for items in a logistic network to satisfy a request that accepts items from buffer chests, the following logic should take ...
Search found 669 matches
- Sat Aug 08, 2026 11:08 am
- Forum: Ideas and Suggestions
- Topic: Buffer chest dynamic source priority
- Replies: 0
- Views: 747
- Fri Aug 07, 2026 11:11 am
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 68
- Views: 13024
Re: Friday Facts #445 - The Biters Bite Back
Are there any plans to add achievements to beat the base game/space age in the death world preset?
- Wed Aug 05, 2026 1:39 pm
- Forum: Implemented Suggestions
- Topic: [2.1] Fix concrete recycling time and other inconsistancies.
- Replies: 26
- Views: 3280
Re: [2.1] Fix concrete recycling time and other inconsistancies.
2.1.13 Changelog:
FactorioBot wrote: Wed Aug 05, 2026 1:16 pm Changes
Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).
- Sat Aug 01, 2026 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint - Holding a key configures the absolute grid based on the area selected
- Replies: 0
- Views: 142
Blueprint - Holding a key configures the absolute grid based on the area selected
What?
Add a new input. Holding that input and selecting an area with a blueprint/copy/cut tool automatically configures the grid of the resulting blueprint to be based off of the dimensions of the selected area, (NOT the smallest rectangle that can contain the entitites!) and sets the relative and ...
Add a new input. Holding that input and selecting an area with a blueprint/copy/cut tool automatically configures the grid of the resulting blueprint to be based off of the dimensions of the selected area, (NOT the smallest rectangle that can contain the entitites!) and sets the relative and ...
- Mon Jul 20, 2026 4:58 pm
- Forum: Implemented mod requests
- Topic: Read/Write editor settings
- Replies: 2
- Views: 269
Re: Read/Write editor settings
My use case is writing scripts that respect those settings.
When marking a building for deconstruction via order_deconstruction , specifying a player causes the entity to be removed if the player is in editor mode and has the instant deconstruction setting enabled. It also adds to their undo ...
When marking a building for deconstruction via order_deconstruction , specifying a player causes the entity to be removed if the player is in editor mode and has the instant deconstruction setting enabled. It also adds to their undo ...
- Mon Jul 20, 2026 10:05 am
- Forum: Ideas and Suggestions
- Topic: Radar "orbit" operation mode
- Replies: 7
- Views: 803
Re: Radar "orbit" operation mode
+1
A radar channel per space location, that all surfaces that are at that location share would be great.
A radar channel per space location, that all surfaces that are at that location share would be great.
- Sun Jul 19, 2026 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Read orbital requests - Option to only read planet requests
- Replies: 0
- Views: 171
Read orbital requests - Option to only read planet requests
What?
Rocket Silo's control behaviour should support an additional mode: "Read orbital planet requests". It should output unsatisfied space platform requests that are imported from the planet. (Or both platforms and planet.)
Why?
Locally on the planet, one might wish to tell the difference ...
Rocket Silo's control behaviour should support an additional mode: "Read orbital planet requests". It should output unsatisfied space platform requests that are imported from the planet. (Or both platforms and planet.)
Why?
Locally on the planet, one might wish to tell the difference ...
- Thu Jul 16, 2026 11:20 am
- Forum: Documentation Improvement Requests
- Topic: [2.1.11] building_grid_bit_shift returns garbage
- Replies: 2
- Views: 273
Re: [2.1.11] building_grid_bit_shift returns garbage
I’ll need to do some git blame but from looking a that code it seems the doc comment is just wrong these days.
The name would also be wrong then. If it returns the exact same thing as build_grid_size, why is it not called build_grid_size? (Which is otherwise not readable off of prototypes in ...
- Thu Jul 16, 2026 8:50 am
- Forum: Documentation Improvement Requests
- Topic: [2.1.11] building_grid_bit_shift returns garbage
- Replies: 2
- Views: 273
[2.1.11] building_grid_bit_shift returns garbage
LuaEntityPrototype:: building_grid_bit_shift does not behave as documented.
The log2 of grid size of the building.
My interpretation of this: building_grid_bit_shift == log2( build_grid_size ).
Expected:
build_grid_size == 1 => building_grid_bit_shift == 0
build_grid_size == 2 ...
The log2 of grid size of the building.
My interpretation of this: building_grid_bit_shift == log2( build_grid_size ).
Expected:
build_grid_size == 1 => building_grid_bit_shift == 0
build_grid_size == 2 ...
- Wed Jul 15, 2026 9:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.1.11] Editor: Instand building a blueprinted vehicle clears equipment grid
- Replies: 1
- Views: 362
[Rseding91] [2.1.11] Editor: Instand building a blueprinted vehicle clears equipment grid
TLDR
In the map editor with instant blueprint building enabled, if I place a blueprint containing a vehicle containing equipment in it's equipment grid, the equipment grid of the placed vehicle will be empty.
Steps to reproduce
Enter map editor
Import the provided blueprint
Place the ...
In the map editor with instant blueprint building enabled, if I place a blueprint containing a vehicle containing equipment in it's equipment grid, the equipment grid of the placed vehicle will be empty.
Steps to reproduce
Enter map editor
Import the provided blueprint
Place the ...
- Wed Jul 15, 2026 7:05 pm
- Forum: Implemented mod requests
- Topic: Read/Write editor settings
- Replies: 2
- Views: 269
Read/Write editor settings
Title. Ability for script to read and modify the Map Editor settings of a player.
- Tue Jul 14, 2026 7:37 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 19
- Views: 5670
Re: Circuit network signal monitoring
First I would like to note that 698828 precedes this. There is no point to monitoring signals if we cannot even tell when there is something to monitor in the first place.
With that out of the way, let me get down to proposing an actual API:
New function: LuaCircuitNetwork :: register_on_change ...
With that out of the way, let me get down to proposing an actual API:
New function: LuaCircuitNetwork :: register_on_change ...
- Tue Jul 14, 2026 9:48 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] on_gui_closed event not fired when blueprint is closed
- Replies: 6
- Views: 656
Re: [2.1.9] on_gui_closed event not fired when blueprint is closed
Is there any way for a script to fire an event when the player opens/closes remote view, similar to opening any other GUI? If not, perhaps there should be?
Remote view is a separate controller . Changing controllers has it's own event: on_player_controller_changed . This event is fired when a ...
- Mon Jul 13, 2026 4:24 pm
- Forum: Modding interface requests
- Topic: Allow temporary cursor stack for selection tool
- Replies: 3
- Views: 813
Re: Allow temporary cursor stack for selection tool
+1
I too have a use case for this. Also why not just allow this for all items.
I too have a use case for this. Also why not just allow this for all items.
- Sat Jul 11, 2026 8:57 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 463
- Views: 440876
Re: Performance optimization - post your saves
Testing space platform construction in the editor. The one infinity chest acting as a passive provider for the ground rockets is causing massive lag spikes whenever logistic bots pick up items from it.
Space age + Quality mod
Space age + Quality mod
- Sat Jul 11, 2026 8:23 pm
- Forum: Modding interface requests
- Topic: LuaCircuitNetwork.signals_changed
- Replies: 19
- Views: 5670
Re: Circuit network signal monitoring
Some way to monitor changes would really be appreciated. I am working on adding custom control behaviour to an entity and I found no way for my code to sleep until the circuit inputs to the entity change.
My suggestion is to add a function to LuaCircuitNetwork that enables a monitor on it, causing ...
My suggestion is to add a function to LuaCircuitNetwork that enables a monitor on it, causing ...
- Sat Jul 11, 2026 8:10 pm
- Forum: Modding interface requests
- Topic: [Lua][feature] event for circuit network modification
- Replies: 2
- Views: 1381
Re: [Lua][feature] event for circuit network modification
+1
I think we need wire connected and wire disconnected events. My use case could benefit from being able to detect when the connections of an entity change in order to update things.
I think we need wire connected and wire disconnected events. My use case could benefit from being able to detect when the connections of an entity change in order to update things.
- Sat Jul 11, 2026 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] on_gui_closed event not fired when blueprint is closed
- Replies: 6
- Views: 656
[2.1.9] on_gui_closed event not fired when blueprint is closed
Steps to reproduce
Start a new freeplay.
Place the furnace from the inventory.
Enter the command, given at the end of this post.
Enter the same command again because the game STILL does not execute it the first time. (Annoying.)
Pick a blueprint tool and select the furnace.
Exit the ...
Start a new freeplay.
Place the furnace from the inventory.
Enter the command, given at the end of this post.
Enter the same command again because the game STILL does not execute it the first time. (Annoying.)
Pick a blueprint tool and select the furnace.
Exit the ...
- Fri Jul 10, 2026 10:35 am
- Forum: Modding interface requests
- Topic: Relative gui to anything
- Replies: 0
- Views: 163
Relative gui to anything
What
Add a way to specify a gui anchor to make a gui element appear next to whatever gui the player currently has open, regardless of it's type.
Why?
In case the mod/script does not care what kind of relative gui the player has open, just that something is shown, it is very difficult to ...
Add a way to specify a gui anchor to make a gui element appear next to whatever gui the player currently has open, regardless of it's type.
Why?
In case the mod/script does not care what kind of relative gui the player has open, just that something is shown, it is very difficult to ...
- Wed Jul 08, 2026 9:36 am
- Forum: Modding interface requests
- Topic: Sprite button quality - Ability to display any icon as a "quality"
- Replies: 1
- Views: 207
Sprite button quality - Ability to display any icon as a "quality"
What
The sprite button quality field should accept any SpritePath the same way the sprite field does.
Why?
This would enable displaying the :any-quality: icon as a quality in a sprite button. There are possibly other uses such as displaying other virtual signals or even items/fluids in the ...
The sprite button quality field should accept any SpritePath the same way the sprite field does.
Why?
This would enable displaying the :any-quality: icon as a quality in a sprite button. There are possibly other uses such as displaying other virtual signals or even items/fluids in the ...