Search found 45 matches
- Tue Jun 30, 2026 10:00 pm
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 18
- Views: 6593
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: 5
- Views: 185
- Mon Jun 29, 2026 3:37 pm
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 18
- Views: 6593
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: 6593
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: 357
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: 532
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: 532
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: 532
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: 306
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 ...
- Tue May 26, 2026 5:02 pm
- Forum: Ideas and Suggestions
- Topic: Searches Using a Mod's name Filters all of that Mod's Content or Settings
- Replies: 4
- Views: 1015
Re: Searches Using a Mod's name Filters all of that Mod's Content or Settings
+1, but...
I think there is a tradeoff here that's gone unnoticed: it would make it impossible to filter settings by any string that also happens to be a substring of any mod's name. E.g. if I search "alien" in the mod settings menu because I want to find settings called "alien X..." and "alien Y ...
I think there is a tradeoff here that's gone unnoticed: it would make it impossible to filter settings by any string that also happens to be a substring of any mod's name. E.g. if I search "alien" in the mod settings menu because I want to find settings called "alien X..." and "alien Y ...
- Tue May 26, 2026 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.77] Calling set_recipe() and writing to crafting_progress of an assembling causes a single craft to ignore quality
- Replies: 2
- Views: 342
Re: [2.0.77] Calling set_recipe() and writing to crafting_progress of an assembling causes a single craft to ignore qual
Awesome, and thanks for that workaround!
- Tue May 26, 2026 5:02 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.77] Calling set_recipe() and writing to crafting_progress of an assembling causes a single craft to ignore quality
- Replies: 2
- Views: 342
[2.0.77] Calling set_recipe() and writing to crafting_progress of an assembling causes a single craft to ignore quality
Calling set_recipe() on an assembling machine LuaEntity , then writing (a non-zero value) to crafting_progress to it, causes the next craft to always be common quality, regardless of the recipe's actual quality. It's only for one craft, and the next one is always correct.
I've attached a scenario I ...
I've attached a scenario I ...
- Thu May 21, 2026 4:25 pm
- Forum: Modding interface requests
- Topic: Make LuaEntity.previous_recipe writeable
- Replies: 0
- Views: 122
Make LuaEntity.previous_recipe writeable
As I understand it, LuaEntity.previous_recipe is only used for setting the icon of a no-longer-crafting furnace, and it has no effect on any actual behavior of the entity. It would be a nice QoL feature for my mod (which can "hot-swap" a furnace with an assembling-machine version of it, and back) to ...
- Wed May 20, 2026 3:18 am
- Forum: Resolved Requests
- Topic: defines.entity_status.waiting_for_space_in_destination incomplete documentation
- Replies: 1
- Views: 169
defines.entity_status.waiting_for_space_in_destination incomplete documentation
The documentation for defines.entity_status.waiting_for_space_in_destination says it's used by inserters and mining drills. However it's also used by recyclers (I believe it's used by any crafting machine with a non-nil vector_to_place_result).
- Tue May 12, 2026 6:38 pm
- Forum: Modding interface requests
- Topic: Add EntityPrototype properties for more control of upgrade planner
- Replies: 4
- Views: 825
Re: Add EntityPrototype properties for more control of upgrade planner
Bumping this topic, just for the ability to hide entities in the upgrade planner GUI.
The original request was kind of a lot. Hopefully adding something 'hidden_in_upgrade_planner' is less of an ask
.
The original request was kind of a lot. Hopefully adding something 'hidden_in_upgrade_planner' is less of an ask
- Tue May 12, 2026 4:48 pm
- Forum: Modding interface requests
- Topic: Upgrade planer alternatives
- Replies: 1
- Views: 564
- Sat May 09, 2026 1:22 pm
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 6
- Views: 535
Re: Need a way to keep track of ghosts that are build using robots
Add an event for when entities change due to a blueprint being pasted. This could be much larger than just changes in tags - also control behavior, modules, ...
You can use Blueprint manipulation library to achieve this. It has a function that maps blueprint entities to the entities they overlap ...
You can use Blueprint manipulation library to achieve this. It has a function that maps blueprint entities to the entities they overlap ...
- Thu May 07, 2026 12:00 pm
- Forum: Implemented mod requests
- Topic: Add ingredient_is_always_fresh to ItemIngredientPrototype
- Replies: 2
- Views: 315
Re: Add ingredient_is_always_fresh to ItemIngredientPrototype
Thank you, this is great!!
- Wed May 06, 2026 8:10 pm
- Forum: Implemented mod requests
- Topic: Add ingredient_is_always_fresh to ItemIngredientPrototype
- Replies: 2
- Views: 315
Add ingredient_is_always_fresh to ItemIngredientPrototype
As a sort-of followup to this request , it would be great to have the ability to exclude an ingredient from a recipe result's freshness. The motivation is to have a recipe with both a spoilable catalyst ingredient and a regular spoilable ingredient; the catalyst can't currently be returned ...
- Wed May 06, 2026 3:35 pm
- Forum: Modding interface requests
- Topic: Configurable Player::generateFarAwayChunks
- Replies: 5
- Views: 499
Re: Configurable Player::generateFarAwayChunks
Another option would be to put the radius of generated chunks into utility constants, which would allow it to be changed in the data stage.