The original request was kind of a lot. Hopefully adding something 'hidden_in_upgrade_planner' is less of an ask
Search found 31 matches
- Tue May 12, 2026 6:38 pm
- Forum: Modding interface requests
- Topic: Add EntityPrototype properties for more control of upgrade planner
- Replies: 4
- Views: 674
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: 495
- 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: 5
- Views: 287
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: 213
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: 213
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: 397
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.
- Wed Apr 29, 2026 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Make "Rush to Space" achievement more consistent with other achievements
- Replies: 11
- Views: 1181
Re: Make "Rush to Space" achievement more consistent with other achievements
A middle-ground could be "don't craft X", instead of "don't research with X".Hurkyl wrote: Fri Apr 24, 2026 10:22 pm The proposed change would allow players to stockpile purple and yellow science while working on the achievement. Does that break the spirit of the achivement?
- Tue Apr 21, 2026 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Better way for headless server to exit gracefully
- Replies: 1
- Views: 371
Re: Better way for headless server to exit gracefully
Another idea is an option to run a simulation directly from the command line, which would exit when it's finished (based on length ). This would also come with the extra benefit of being able to use game.simulation.create_test_player as part of a test. But now this request is starting to sound like ...
- Fri Apr 17, 2026 2:02 pm
- Forum: Ideas and Suggestions
- Topic: Better way for headless server to exit gracefully
- Replies: 1
- Views: 371
Better way for headless server to exit gracefully
I'm using Factorio's headless server running in Docker for automated testing of my mods ( repo here ). It's a bit hacky, but it works great; and the best workflow I've found is to create a scenario for each test suite (putting all the test functions in the scenario's control.lua ). The only issue I ...
- Tue Apr 07, 2026 5:13 am
- Forum: Modding interface requests
- Topic: Add heating_radius to HeatEnergySource
- Replies: 1
- Views: 220
Add heating_radius to HeatEnergySource
It can feel a bit silly to have an entity with glowing-hot heat pipe attachment points not be able to heat neighboring entities. When entities have multiple heat connections they can act like heat pipes (i.e. heat can flow through them), which makes the lack of heating_radius more noticeable ...
- 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: 610
[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: 4
- Views: 674
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: 511
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: 2929
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: 4
- Views: 674
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: 511
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: 483
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: 483
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: 801
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: 801
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 ...