As recommended by a helpful user on the factorio discord, I have created something that should hopefully streamline verification of the bug.
Simply place this code into a data.lua file, open the game, place down a heating-tower, and you will see that it displays its burning graphics (working_light ...
Search found 7 matches
- Tue Oct 21, 2025 5:47 am
- Forum: Modding interface requests
- Topic: [2.0.69] Reactor entity with electric energy_source always working
- Replies: 6
- Views: 678
- Mon Oct 20, 2025 1:06 am
- Forum: Modding interface requests
- Topic: Add quality scaling for heating_radius on reactors
- Replies: 3
- Views: 287
Re: Add quality scaling for heating_radius on reactors
The only problem with the implementation behind that mod, that extending quality scaling would fix, is that these items don't integrate very well with the factoriopedia, and overlays don't work correctly with certain fields being scaled such as roboport range, unless you pipette the correct item ...
- Sun Oct 19, 2025 2:29 am
- Forum: Modding interface requests
- Topic: [2.0.69] Reactor entity with electric energy_source always working
- Replies: 6
- Views: 678
Re: [2.0.69] Reactor entity with electric energy_source always working
This problem doesnt have anything to do with the reactor stopping when its temperature has reached the maximum. I have just set that property to true, and it is still displaying working_light_animations when it has no power. This problem seems to be that reactors with electric energy sources ...
- Sun Oct 19, 2025 1:04 am
- Forum: Modding interface requests
- Topic: [2.0.69] Reactor entity with electric energy_source always working
- Replies: 6
- Views: 678
Re: [2.0.69] Reactor entity with electric energy_source always working
You have set promethium_heater_entity.scale_energy_usage = false .
Other mods which provide an Electric Heating Tower set this property to true , which cause it to stop consuming fuel/energy when the temperature has reached the maximum.
Good Luck!
This problem doesnt have anything to do with ...
- Sat Oct 18, 2025 11:52 pm
- Forum: Modding interface requests
- Topic: [2.0.69] Reactor entity with electric energy_source always working
- Replies: 6
- Views: 678
[2.0.69] Reactor entity with electric energy_source always working
I am trying to create a mod that adds a reactor akin to the heating-tower, except it consumes energy instead of fuel.
I have textures in working_light_animations that always display, no matter the state of the reactor.
I expected that, when the reactor had no power, it would register as not ...
I have textures in working_light_animations that always display, no matter the state of the reactor.
I expected that, when the reactor had no power, it would register as not ...
- Sat Oct 18, 2025 7:01 pm
- Forum: Modding interface requests
- Topic: Add quality scaling for heating_radius on reactors
- Replies: 3
- Views: 287
Add quality scaling for heating_radius on reactors
Would be really useful if there was a way to let reactors scale their heat radius based off of quality. I'm trying to make an electric heater, and am being confronted by how silly it is that if the user upgrades its quality, it will only scale the consumption (which is worse for them), and the heat ...
- Wed Nov 20, 2024 2:57 am
- Forum: Ideas and Suggestions
- Topic: Tips and Tricks Menu: Quality Probabilities
- Replies: 2
- Views: 1101
Tips and Tricks Menu: Quality Probabilities
TL;DR
The Tips and Tricks menu explaining quality probabilities should be updated so that quality is not misunderstood.
What?
The quality probability tip uses 4 normal tier 3 quality modules, which gives a quality chance of 10%, reflected in the image below. Each subsequent chance for a higher ...
The Tips and Tricks menu explaining quality probabilities should be updated so that quality is not misunderstood.
What?
The quality probability tip uses 4 normal tier 3 quality modules, which gives a quality chance of 10%, reflected in the image below. Each subsequent chance for a higher ...