Search found 21 matches

by Thremtopod
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 ...
by Thremtopod
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 ...
by Thremtopod
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.
by Thremtopod
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 ...
by Thremtopod
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.
bonuses_gui.png
bonuses_gui.png (173.23 KiB) Viewed 293 times

It would be great to have hide_from_bonus_gui for EntityPrototype as well.
by Thremtopod
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 ...
by Thremtopod
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 ...
by Thremtopod
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 ...
by Thremtopod
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.
by Thremtopod
Wed Jul 09, 2025 6:42 pm
Forum: Releases
Topic: Version 2.0.59
Replies: 8
Views: 9332

Re: Version 2.0.59

Added Prototype::custom_tooltip_fields.
This is amazing!

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?
by Thremtopod
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

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.
Wow, this works! I'm continually blown away by Factorio's mod support. Thanks!
by Thremtopod
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 ...
by Thremtopod
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 ...
by Thremtopod
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 ...
by Thremtopod
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:
Added the "mod-data" prototype type.
This pretty much fulfills the request, right?
by Thremtopod
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 ...
by Thremtopod
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 ...
by Thremtopod
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 ...

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