Search found 56 matches
- Thu Aug 13, 2026 9:38 pm
- Forum: Assigned
- Topic: [raiguard][2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
- Replies: 6
- Views: 2110
Re: [raiguard][2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
Crucible's pressure forge, which uses steam as its energy source, also has this issue. In the attached save, the pump separating the steam turbines from the pressure forges can't be replaced with pipes.
- Tue Jul 28, 2026 5:58 pm
- Forum: Modding interface requests
- Topic: Add custom tooltips for ingredients and products, similar to quality-related tooltips
- Replies: 4
- Views: 307
Re: Add custom tooltips for ingredients and products, similar to quality-related tooltips
+1
Rigor Module would definitely benefit from this this. The recipe-level tooltip that Rigor Module uses visible in the screenshot MeteorSwarm attached; it works, but it'd be more straightforward to have the tooltip on the product itself.
This could also benefit PlanetsLib, which adds some recipe ...
Rigor Module would definitely benefit from this this. The recipe-level tooltip that Rigor Module uses visible in the screenshot MeteorSwarm attached; it works, but it'd be more straightforward to have the tooltip on the product itself.
This could also benefit PlanetsLib, which adds some recipe ...
- Mon Jul 27, 2026 2:14 pm
- Forum: Modding interface requests
- Topic: recommended and load order independent (+~) dependencies
- Replies: 4
- Views: 421
Re: recommended and load order independent (+~) dependencies
+1
Before recommended dependencies were added, there was no need to combine "~" with any other modifier; the main use of optional and hidden dependencies is to define load order. But recommended dependencies signal something more specific, giving them more usecases. This feature would fix a ...
Before recommended dependencies were added, there was no need to combine "~" with any other modifier; the main use of optional and hidden dependencies is to define load order. But recommended dependencies signal something more specific, giving them more usecases. This feature would fix a ...
- Sun Jul 26, 2026 2:14 pm
- Forum: Documentation Improvement Requests
- Topic: ignored_by_productivity description is inaccurate
- Replies: 0
- Views: 161
ignored_by_productivity description is inaccurate
The description of ignored_by_productivity for both ItemProductPrototype and FluidProductPrototype incorrectly states, "This value is ignored when allow_productivity is false." This is wrong, because it's also relevant for products in a any recipe that can be made in a machine with base productivity ...
- Tue Jul 21, 2026 2:20 pm
- Forum: Modding interface requests
- Topic: Include heat-related ReactorProtype properties in HeatEnergySource
- Replies: 3
- Views: 705
Re: API Request: Expose heat connection patch graphics independently of the Reactor prototype
+1
https://forums.factorio.com/viewtopic.php?t=129651 [Moderator note: merged]
You don't need runtime scripting to get passable connection graphics though. You can use 'pipe_covers' in the heat energy source definition, which can work pretty well: https://gitlab.com/jfletcher94/factorio-mods/-/blob ...
https://forums.factorio.com/viewtopic.php?t=129651 [Moderator note: merged]
You don't need runtime scripting to get passable connection graphics though. You can use 'pipe_covers' in the heat energy source definition, which can work pretty well: https://gitlab.com/jfletcher94/factorio-mods/-/blob ...
- Mon Jul 20, 2026 9:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.11] "not-in-bonus-gui" entity flag not honored
- Replies: 4
- Views: 434
Re: [2.1.11] "not-in-bonus-gui" entity flag not honored
Wow, fixed in less than an hour 
- Mon Jul 20, 2026 8:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.11] "not-in-bonus-gui" entity flag not honored
- Replies: 4
- Views: 434
- Mon Jul 20, 2026 8:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.11] "not-in-bonus-gui" entity flag not honored
- Replies: 4
- Views: 434
[2.1.11] "not-in-bonus-gui" entity flag not honored
The new "not-in-bonus-gui" entity flag does not prevent entities from appearing in the bonus GUI. (Edit: Factorio version 2.1.11)
- Sat Jul 11, 2026 4:07 pm
- Forum: Modding interface requests
- Topic: Better message for when modules are blocked by recipe's allowed_module_categories
- Replies: 1
- Views: 181
Better message for when modules are blocked by recipe's allowed_module_categories
When a module is blocked from being used in an entity by the entity prototype's allowed_module_categories, and a player tries to insert it into that entity, they get a message saying "<module> can't be used in <entity>". But when a module is blocked from being used in a recipe, and the player tries ...
- Mon Jul 06, 2026 1:32 pm
- Forum: Modding interface requests
- Topic: [2.0.72] set_blueprint_entities makes the cutted entities forget their external wire connections
- Replies: 2
- Views: 570
Re: [2.0.72] set_blueprint_entities makes the cutted entities forget their external wire connections
+1
It would be very useful to have some way to preserve external wire connections when manipulating blueprint entities. I have two use-cases: always copying ammo inventory for a modded turret; and "sanitizing" blueprints (replacing hidden variants of entities/recipes with their regular versions) so ...
It would be very useful to have some way to preserve external wire connections when manipulating blueprint entities. I have two use-cases: always copying ammo inventory for a modded turret; and "sanitizing" blueprints (replacing hidden variants of entities/recipes with their regular versions) so ...
- Wed Jul 01, 2026 7:42 pm
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 23
- Views: 1587
Re: Add custom spoilage categories
What a very stripped-down version of this, something like a "spoil_type_localised_name", which just allows having custom text replace "Spoils into" but doesn't have any extra interactions? It'd presumably default to the vanilla "Spoils into". Even without any other functionality, I think this would ...
- Tue Jun 30, 2026 10:00 pm
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 18
- Views: 7070
Re: on_module_changed (assembler, furnace)
Okay, I added an API to Item Request Proxy Events to register an item prototype so that if an item of that type spoils inside an entity, it'll fire an "item-spoiled" event (with the entity as part of the event data). This should obviously be used judiciously, but for e.g. modules spoiling in an ...
- Tue Jun 30, 2026 4:27 pm
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 23
- Views: 1587
- Mon Jun 29, 2026 3:37 pm
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 18
- Views: 7070
Re: on_module_changed (assembler, furnace)
Ah, you're right! I wonder if that's also possible to do automatically with script triggers and spoil_to_trigger_result?BraveCaperCat wrote: Mon Jun 29, 2026 3:34 pm You're forgetting about when modules spoil, either into other modules or into regular items, which can change the module inventory.
- Sat Jun 27, 2026 4:02 pm
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 18
- Views: 7070
Re: on_module_changed (assembler, furnace)
Detecting when modules change can be done with the current modding API. Modules can only be changed by a player manually moving them, by item request proxies ("ghosts"), or by scripting.
For players manually placing/removing modules: a player can only change modules for an entity if it's their ...
For players manually placing/removing modules: a player can only change modules for an entity if it's their ...
- Mon Jun 22, 2026 4:22 pm
- Forum: Modding interface requests
- Topic: Data-driven tooltip forwarding from script-linked hidden/composite entities
- Replies: 4
- Views: 514
Re: Data-driven tooltip forwarding from script-linked hidden/composite entities
It's not a perfect solution, but I made a mod, Tooltip Library, to handle a similar usecase. If used correctly, it has very minimal UPS cost.
- Fri Jun 19, 2026 6:18 am
- Forum: Modding interface requests
- Topic: Event for item-request-proxy creation
- Replies: 3
- Views: 641
Re: Event for item-request-proxy creation
I made a utility mod for item-request-proxy events: https://mods.factorio.com/mod/item-request-proxy-events
- Thu Jun 18, 2026 8:59 pm
- Forum: Modding interface requests
- Topic: Event for item-request-proxy creation
- Replies: 3
- Views: 641
Re: Event for item-request-proxy creation
Okay, I just figured out that you can get events for item-request-proxy created by:
* Adding a created_effect with a "script" trigger item to the item-request-proxy prototype
* Subscribing to the on_script_trigger_effect event and filtering by effect_id
* Adding a created_effect with a "script" trigger item to the item-request-proxy prototype
* Subscribing to the on_script_trigger_effect event and filtering by effect_id
- Thu Jun 18, 2026 8:10 pm
- Forum: Modding interface requests
- Topic: Event for item-request-proxy creation
- Replies: 3
- Views: 641
Re: Event for item-request-proxy creation
+1
This would especially useful for item-request-proxy entities created via the upgrade planner. There are only a few ways that an item-request-proxy can be created, and for most of them there are workarounds you can use (e.g. checking players' selected and opened ). But when an item-request-proxy ...
This would especially useful for item-request-proxy entities created via the upgrade planner. There are only a few ways that an item-request-proxy can be created, and for most of them there are workarounds you can use (e.g. checking players' selected and opened ). But when an item-request-proxy ...
- Sun Jun 14, 2026 3:07 am
- Forum: Modding interface requests
- Topic: Add fallback migrations, a type of migration stored in saves used when a prototype is found invalid without a migration.
- Replies: 3
- Views: 433
Re: Add fallback migrations, a type of migration stored in saves used when a prototype is found invalid without a migrat
+1
I've encountered situations that would benefit from this as well, with entities and also recipes.
Uninstalling mods is probably the most common place where a feature like this would be useful. But it's also possible from changing mod startup settings, adding a mod, or anything that can change ...
I've encountered situations that would benefit from this as well, with entities and also recipes.
Uninstalling mods is probably the most common place where a feature like this would be useful. But it's also possible from changing mod startup settings, adding a mod, or anything that can change ...