Search found 21 matches
- Thu Mar 12, 2026 4:03 pm
- Forum: Resolved for the next release
- Topic: [2.0.76] Ammo spoiling in inserter not inserted into turret
- Replies: 1
- Views: 322
[2.0.76] Ammo spoiling in inserter not inserted into turret
If a mod adds spoilable ammo and the ammo spoils while an inserter is trying to insert it into a turret (and the spoil result is not valid ammo for the turret), the inserter will get stuck indefinitely because the turret cannot accept the spoil result. From what I can tell, this happens because ...
- Thu Mar 12, 2026 3:54 am
- Forum: Modding interface requests
- Topic: Add EntityPrototype properties for more control of upgrade planner
- Replies: 2
- Views: 299
Re: Add EntityPrototype properties for more control of upgrade planner
I realize that adding something like "EntityPrototype::upgrade_from_alternative" might be too niche and/or have too many edge cases to be worth implementing. Even if that can't be implemented, adding a version of "EntityPrototype::hidden_in_upgrade_planner" would still be valuable (and, I expect ...
- Sun Mar 08, 2026 9:26 pm
- Forum: Implemented mod requests
- Topic: Option to hide entities from bonuses GUI
- Replies: 2
- Views: 293
Re: Option to hide entities from bonuses GUI
Thank you!!
- Sat Mar 07, 2026 1:56 am
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 12
- Views: 2581
Re: API request: Module ghost events
There's only a limited number of ways that a module insert plan or item request proxy can be created/updated. It's something I had to cover for my Rigor Module mod. Here's my control.lua for reference. And I recommend the mod bplib for handling blueprints being pasted on top of entities.
- Fri Mar 06, 2026 11:13 pm
- Forum: Modding interface requests
- Topic: Add EntityPrototype properties for more control of upgrade planner
- Replies: 2
- Views: 299
Add EntityPrototype properties for more control of upgrade planner
My mod Rigor Module , in order to implement a new module effect, needs to create a bunch of hidden copies of entity prototypes. Crafting-machine entities get "hot-swapped" at runtime with their hidden "rigor" versions, depending on the rigor modules they do or don't have inserted. This works almost ...
- Fri Mar 06, 2026 10:48 pm
- Forum: Implemented mod requests
- Topic: Option to hide entities from bonuses GUI
- Replies: 2
- Views: 293
Option to hide entities from bonuses GUI
As a followup to this request: it's now possible to hide recipes from the bonuses GUI (which saves my mod from having 20x this problem!), but not entities.
It would be great to have hide_from_bonus_gui for EntityPrototype as well.
It would be great to have hide_from_bonus_gui for EntityPrototype as well.
- Sat Feb 07, 2026 1:25 am
- Forum: Modding interface requests
- Topic: Allow reset_freshness_on_craft to be per-product
- Replies: 2
- Views: 275
Re: Allow reset_freshness_on_craft to be per-product
Wow, you guys work fast
!
- Fri Feb 06, 2026 6:12 pm
- Forum: Modding interface requests
- Topic: Allow reset_freshness_on_craft to be per-product
- Replies: 2
- Views: 275
Allow reset_freshness_on_craft to be per-product
RecipePrototype has the properties result_is_always_fresh and reset_freshness_on_craft , and ItemProductPrototype has the property percent_spoiled . If a recipe has spoilable ingredients, and a spoilable product with percent_spoiled = 0.5 , that product will be 50 percentage points more spoiled than ...
- Sat Jul 12, 2025 1:23 am
- Forum: Implemented mod requests
- Topic: Option to hide recipes/entities from bonuses GUI
- Replies: 3
- Views: 733
Re: Option to hide recipes/entities from bonuses GUI
Do they show even if they have hidden set to true? Sounds like they should not be displayed there when hidden.
But a manual override would be nice too
Yes, they show up when hidden is set to true. I'd originally expected that anything that's 'hidden' overall would be hidden in the bonuses GUI ...
- Fri Jul 11, 2025 1:40 am
- Forum: Implemented mod requests
- Topic: Option to hide recipes/entities from bonuses GUI
- Replies: 3
- Views: 733
Option to hide recipes/entities from bonuses GUI
Hidden recipes and entities still show up in the bonus GUI.
https://i.imgur.com/KREI1Gi.png
This mod uses altered, hidden versions of existing recipes and entities (with automatic switching) to mimic a module effect for a custom module type. It would be helpful to have an option to hide these ...
https://i.imgur.com/KREI1Gi.png
This mod uses altered, hidden versions of existing recipes and entities (with automatic switching) to mimic a module effect for a custom module type. It would be helpful to have an option to hide these ...
- Thu Jul 10, 2025 3:14 pm
- Forum: Modding discussion
- Topic: Game can not tell you if a fluid with the same name as an item is missing.
- Replies: 4
- Views: 1171
Re: Game can not tell you if a fluid with the same name as an item is missing.
This sounds to me like: if a mod references a fluid that doesn't exist, but an item of the same name does exist, the error message doesn't explain it. So for example, if you add a recipe ingredient with type = "fluid", name = " iron-plate" you'll get a confusing error message.
- Wed Jul 09, 2025 6:42 pm
- Forum: Releases
- Topic: Version 2.0.59
- Replies: 8
- Views: 9332
Re: Version 2.0.59
This is amazing!Added Prototype::custom_tooltip_fields.
In the prototype docs for CustomTooltipField it has the property order. Is there a reference for what the order values are for vanilla tooltip fields?
- Sun Jun 29, 2025 12:48 am
- Forum: Modding interface requests
- Topic: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
- Replies: 4
- Views: 883
Re: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
Wow, this works! I'm continually blown away by Factorio's mod support. Thanks!boskid wrote: Sat Jun 28, 2025 5:03 am ...detect that an entity to be replaced was selected before a replace (LuaPlayer::selected), and by updating selection by script after entity was replaced.
- Fri Jun 27, 2025 9:42 pm
- Forum: Modding interface requests
- Topic: Include heat-related ReactorProtype properties in HeatEnergySource
- Replies: 0
- Views: 414
Include heat-related ReactorProtype properties in HeatEnergySource
Make the functionality of ReactorProtype's connection_patches_connected , connection_patches_disconnected , heat_connection_patches_connected , and heat_connection_patches_disconnected available to HeatEnergySource.
When using a HeatEnergySource, it's very difficult to make the heat connections ...
When using a HeatEnergySource, it's very difficult to make the heat connections ...
- Fri Jun 27, 2025 9:25 pm
- Forum: Modding interface requests
- Topic: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
- Replies: 4
- Views: 883
Re: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
You could set entity.operable to false, and restore it to true on the next tick
Unfortunately this doesn't work; the extra module is just getting dropped in during the next tick. At 60 ticks/s, the number of ticks during which the "Z" key is down from a single press is enough to fill any machine ...
- Thu Jun 26, 2025 5:02 pm
- Forum: Modding interface requests
- Topic: Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
- Replies: 4
- Views: 883
Dropping items/modules into machines interacts poorly with LuaSurface#create_entity
I'm working on a custom module-type mod that (for implementation reasons) sometimes requires swapping out a crafting machine with a tweaked version of itself when one of the modded modules is added/removed from it. This can actually be achieved almost perfectly with the built in LuaSurface#create ...
- Thu Jun 26, 2025 4:03 pm
- Forum: Implemented mod requests
- Topic: Make possibility to send a table from data.lua to control.lua
- Replies: 22
- Views: 8863
Re: Make possibility to send a table from data.lua to control.lua
From the 2.0.58 release notes:
This pretty much fulfills the request, right?Added the "mod-data" prototype type.
- Wed Jan 29, 2025 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Increase U238 rocket capacity
- Replies: 7
- Views: 2890
Re: Increase U238 rocket capacity
Yeah, I think making uranium ammo on platforms too easy would be the biggest risk. It'd still require making red ammo in-situ though. Maybe I should make a mod and try it out!
Atomic bombs I think would actually be more of a challenge, due to the higher up-front cost. It would require off-Nauvis ...
Atomic bombs I think would actually be more of a challenge, due to the higher up-front cost. It would require off-Nauvis ...
- Wed Jan 29, 2025 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Increase U238 rocket capacity
- Replies: 7
- Views: 2890
Increase U238 rocket capacity
TL;DR
Increase the rocket capacity of U238 (but not other uranium items)
What?
The current rocket capacity for U238 and U235 is 20, for uranium ore is 200, for uranium fuel cells and nuclear fuel is 10, and for various uranium ammos is 25. (Atomic bombs cannot be flown on rockets). These ...
Increase the rocket capacity of U238 (but not other uranium items)
What?
The current rocket capacity for U238 and U235 is 20, for uranium ore is 200, for uranium fuel cells and nuclear fuel is 10, and for various uranium ammos is 25. (Atomic bombs cannot be flown on rockets). These ...
- Wed Nov 20, 2024 9:13 pm
- Forum: Ideas and Suggestions
- Topic: Increase pentapod attacks when player is on Gleba
- Replies: 1
- Views: 899
Increase pentapod attacks when player is on Gleba
Maybe this sounds crazy, but I want more and/or bigger pentapod attacks while I'm present on Gleba. The main reason is that when I built my first Gleba base, pentapods didn't become a real threat until after I'd left, so my entire base was designed with no experience of pentapod defense. This made ...