Search found 842 matches
- Wed Jan 29, 2025 9:50 pm
- Forum: Ideas and Suggestions
- Topic: Prioritise Space Platform Construction Materials
- Replies: 42
- Views: 2866
Re: Prioritise Space Platform Construction Materials
+1
IMO the priority should ONLY been to space platform foundation UNDER the cargo bays and the cargo bays itself. With a tweak, that cargo bays will start building from the hub - not somewhere disconnected.
The problem with this is that even after building cargo bays, the inventory could still ...
- Wed Jan 29, 2025 8:27 am
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 45
- Views: 14689
Re: Version 2.0.20
I made a mod that does this (and makes some other changes to the icons) https://mods.factorio.com/mod/coloured-tool-iconsadam_bise wrote: Wed Jan 29, 2025 2:15 am I'm generally good with these icons, but I would suggest using a brighter, shinier color for copper wires.
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- Fri Jan 24, 2025 2:59 pm
- Forum: Bug Reports
- Topic: [2.0.28] Changing recipe cancels deconstruction requests for contained items
- Replies: 2
- Views: 232
Re: [2.0.28] Changing recipe cancels deconstruction requests for contained items
Thanks for the report, I think this is not a bug. Please describe your use case / why it bothers you and share a save file for testing if you disagree.
This issue has been annoying me when remote trying to craft stuff in remote view,
for example if I want to make a transport belt, and I have ...
- Tue Jan 14, 2025 11:01 am
- Forum: Not a bug
- Topic: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
- Replies: 3
- Views: 293
Re: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
Seems like an easy fix to change the filter name to "Ground rail" instead.
Not easy, the way the game is coded is each entity can select another entity as a "deconstruction alternative",
so for your idea to work, you'd need to create a seperate "ground rail" entity, and have straight rail and ...
- Tue Jan 14, 2025 8:12 am
- Forum: Not a bug
- Topic: [2.0.28] Changing Recipe via circuits can cause modules to be removed
- Replies: 2
- Views: 183
Re: [2.0.28] Changing Recipe via circuits can cause modules to be removed
What else do you expect to happen?
I guess they could be kept in the machine but be "disabled", but with the current approach you can use inserters to put in different modules that are supported.
- Tue Jan 14, 2025 2:58 am
- Forum: Not a bug
- Topic: [2.0.28] Blueprint previews of cars/tanks are incorrectly coloured
- Replies: 2
- Views: 269
Re: [2.0.28] Blueprint previews of cars/tanks are incorrectly coloured
In that case, shouldn't the placed result have the force's colour? Otherwise the blueprint preview is incorrect...boskid wrote: Mon Jan 13, 2025 7:45 pm Actually looking at the code this is a feature. BlueprintWidget is specifically implemented to use your force's color as a color for mask override.
- Mon Jan 13, 2025 8:33 am
- Forum: Not a bug
- Topic: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
- Replies: 3
- Views: 293
- Sun Jan 12, 2025 10:37 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 6380
Re: The +300% productivity cap should be documented in-game or removed
FYI: I made a mod that automatically converts infinite technologies to finite ones if they'll stop being useful due to the productivity cap: https://mods.factorio.com/mod/productivity-technology-limit
Unfortunately, due to bug https://forums.factorio.com/125350, the technologies show up in the GUI ...
Unfortunately, due to bug https://forums.factorio.com/125350, the technologies show up in the GUI ...
- Sun Jan 12, 2025 5:59 am
- Forum: Modding interface requests
- Topic: Flag to have a recipe show up as a circuit signal
- Replies: 2
- Views: 272
Re: Flag to have a recipe show up as a circuit signal
Did you try explicitly setting hide_from_signal_gui to false?
Thanks so much!
Somehow I missed that when I looked at the molten-iron prototype.
For some reason I also needed to set hidden = false though.
Hopefully a mod can come and close this pointless thread as "Already Implemented"
- Sat Jan 11, 2025 4:32 am
- Forum: Modding interface requests
- Topic: Flag to have a recipe show up as a circuit signal
- Replies: 2
- Views: 272
Flag to have a recipe show up as a circuit signal
I noticed some recipes (e.g. "Casting Iron") do have signals for them.
But I can't work out what logic the game uses for those.
In particular, I can't work out a way to make a recipe show up when it doesn't already (e.g. the recycling recipes https://mods.factorio.com/mod/recycling-factoriopedia)
I ...
But I can't work out what logic the game uses for those.
In particular, I can't work out a way to make a recipe show up when it doesn't already (e.g. the recycling recipes https://mods.factorio.com/mod/recycling-factoriopedia)
I ...
- Thu Jan 09, 2025 11:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.29] Recycler doesnt return ressources equally weighted
- Replies: 8
- Views: 1399
Re: [2.0.29] Recycler doesnt return ressources equally weighted
I'm curious, what was causing you to not get enough batteries?Legendendear wrote: Thu Jan 09, 2025 1:19 pm Well it turns out this particular problem was a problem by my own doing...
- Thu Jan 09, 2025 12:20 pm
- Forum: Modding help
- Topic: How to stop turrets from firing without electricity?
- Replies: 39
- Views: 1973
Re: How to stop turrets from firing without electricity?
Hello! I found one nasty bug. Unfortunately, the mod does not work in case of modified shells.
Not technically a 'bug' as I was not trying to make it work with mods.
Can I register these shells through "or"? For example, like this:
for _, obj in pairs{data.raw["ammo"]["artillery-shell" or ...
- Thu Jan 09, 2025 7:29 am
- Forum: Not a bug
- Topic: [2.0.29] Inserter with empty filter list confuses Alt mode image between blacklist and whitelist
- Replies: 2
- Views: 174
Re: [2.0.29] Inserter with empty filter list confuses Alt mode image between blacklist and whitelist
This makes perfect sense, whitelist nothing is blacklist everything and vice versa.
For anyone else having trouble parsing that comment:
When in blacklist mode with no filters, the inserter will happily pickup anything
When in whitelist mode with no filters, the inserter will pick up ...
- Wed Jan 08, 2025 2:43 pm
- Forum: Implemented mod requests
- Topic: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
- Replies: 8
- Views: 648
Re: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
Sorry, I wasn't sure!
It's just there's already a way for mods to have stuff ignored so you don't need a new engine feature for it.
- Wed Jan 08, 2025 2:35 pm
- Forum: Modding help
- Topic: How can I replace vanilla sounds with custom ones?
- Replies: 1
- Views: 144
Re: How can I replace vanilla sounds with custom ones?
I'm trying to replace the electric beam sound by a custom one but I can't make it work.
This is the code I used
data.raw.beam["laser-beam"] = {
{
filename = "__BetterSounds__/sounds/beam.ogg",
volume = 1
}
}
Well according to https://github.com/wube/factorio-data/blob ...
- Wed Jan 08, 2025 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Add Green and Red wire to the Deconstruction Planner
- Replies: 16
- Views: 5979
Re: Add Green and Red wire to the Deconstruction Planner
Hmm good idea, you should be able to select wires in the entity filters tab? Or add a seperate tab just for wires?
In the meantime you can use https://factorio.tmin10.ru/ to decode a blueprint, copy it to a text editor, search and replace, and then copy it back to the website. Ive done this many ...
In the meantime you can use https://factorio.tmin10.ru/ to decode a blueprint, copy it to a text editor, search and replace, and then copy it back to the website. Ive done this many ...
- Wed Jan 08, 2025 12:17 pm
- Forum: Modding interface requests
- Topic: Permissive license for util.lua
- Replies: 2
- Views: 233
Re: Permissive license for util.lua
I was curious, so I read the EULA, it's not very clear, it says the following (emphesis added):
You may use Factorio and other paid content for your own personal use.
Factorio is not a free software, copy-left or public domain software. The source code and all art assets are copyrighted and ...
You may use Factorio and other paid content for your own personal use.
Factorio is not a free software, copy-left or public domain software. The source code and all art assets are copyrighted and ...
- Wed Jan 08, 2025 2:37 am
- Forum: Implemented mod requests
- Topic: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
- Replies: 8
- Views: 648
Re: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
I'll make the engine mark it as used even if it doesn't do anything with it. That way it can stay during the whole data stage.
Would be great if this was available to mods. There are other mods that add properties in this manner.
I think they're talking about the --check-unused-prototype ...
- Wed Jan 08, 2025 1:23 am
- Forum: Modding help
- Topic: How to remove the collision field from the turret and make it invisible to enemies until the attack?
- Replies: 16
- Views: 1021
Re: How to remove the collision field from the turret and make it invisible to enemies until the attack?
Unfortunately, during testing it turned out that the "spike-effect" does not work. Biters do not attack spikes.
Another problematic point was also revealed. Pentapods creatures have the ability to destroy buildings under their feet while walking. But in the case of the "land-mine" this effect ...
- Wed Jan 08, 2025 12:26 am
- Forum: Not a bug
- Topic: Cannot visit some other planets in Editor mode
- Replies: 11
- Views: 792
Re: Cannot visit some other planets in Editor mode
The trigger to have a planet available seems to be a platform arriving.
So if you editor-build a platform above undiscovered planet, you could build a thruster, fill it with fuel, set up schedule to allow to move to Nauvis and back, then click "go to Nauvis", immediately "go to Vulcanus", and ...