Search found 27 matches
- Fri Jun 26, 2026 6:48 am
- Forum: Modding interface requests
- Topic: More prototype flags for the new features.
- Replies: 6
- Views: 359
Re: More prototype flags for the new features.
Specifically, yeah, I'd like a flag on the space platform hub prototype that allows me to set platform_item_transfers = false (or whatever you want to name it) That way I can continue to use platform docking as the main method for moving items between platforms in my mod.
- Thu Jun 25, 2026 1:46 pm
- Forum: Modding interface requests
- Topic: More prototype flags for the new features.
- Replies: 6
- Views: 359
Re: More prototype flags for the new features.
+ as the creator of TFMG platform docking, Iβd like to keep using platform docking as the main way to transfer items between platforms in my overhaul.
- Fri Jun 05, 2026 12:23 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 22270
Re: Friday Facts #441 - Space logistics improvements
Will the new space logistics feature be something modders can disable either as a utility constant or on the hub prototype?
One of my mods relies on the fact that players can't easily move items between hubs and have to use a "docking" system instead.
Will the new radar improvements also be ...
One of my mods relies on the fact that players can't easily move items between hubs and have to use a "docking" system instead.
Will the new radar improvements also be ...
- Fri Jan 16, 2026 8:47 am
- Forum: Modding interface requests
- Topic: Assigning multiple fluidboxes
- Replies: 5
- Views: 1347
Re: Assigning multiple fluidboxes
This would be huge for me, since I've got a number of situations where assigning multiple fluidboxes to a fluid input/output would be very useful.
Right now, I rely on wrangling the automatic indexer into doing what I want, but that only works in specific situations.
One problem of mine that this ...
Right now, I rely on wrangling the automatic indexer into doing what I want, but that only works in specific situations.
One problem of mine that this ...
- Sat Dec 13, 2025 2:37 am
- Forum: Resolved Requests
- Topic: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entities
- Replies: 4
- Views: 915
Re: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entitie
Thanks for the report, this is not a bug. We don't have a performant way to search for entities which have tile buildability rules outside of their collision box, so these checks are not run when new tiles are placed. This is the main reason why you can landfill the offshore pump. Thrusters and ...
- Fri Dec 12, 2025 7:35 am
- Forum: Resolved Requests
- Topic: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entities
- Replies: 4
- Views: 915
Re: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entitie
New information: tile_buildability_rules are respected for tiles inside the collision box of the entity. Which is weird, but ultimately doesn't give me a workaround to this issue.
- Fri Dec 12, 2025 7:09 am
- Forum: Resolved Requests
- Topic: [2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entities
- Replies: 4
- Views: 915
[2.0.72] tile_buildability_rules aren't respected after entity placement for non thruster/asteroid collector entities
Hi, I'm trying to make a mod which requires some entities that can only be placed at the edge of platforms, similar to thrusters and asteroid collectors. To do this, I'm using tile_buildability_rules just as thrusters and asteroid collectors do.
As you can see, when it comes to placing my entity ...
As you can see, when it comes to placing my entity ...
- Sat Nov 22, 2025 2:27 pm
- Forum: Modding interface requests
- Topic: Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
- Replies: 1
- Views: 626
Re: Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
After some time has passed; This is something im still greatly intrested in.
- Fri Nov 07, 2025 9:53 am
- Forum: Implemented mod requests
- Topic: A sibling API to play_sound: play_music
- Replies: 30
- Views: 6563
Re: A sibling API to play_sound: play_music
The ability to play certain music tracks at a particular point in time, or being able to add or remove tracks based on game progression, would be quite useful to me. Since the mod I'm working on has a bit of story, it would be nice to allow music to play into that.
- Sun Oct 26, 2025 2:58 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 4319
Re: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
you are a legend, thank you!boskid wrote: Sat Oct 25, 2025 8:56 pm Thanks for the report. issue is now fixed for the next release.
- Sat Oct 25, 2025 10:50 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
- Replies: 6
- Views: 4319
[2.0.69] Underground pipe connections on machines can interfere with eachother beyond their max connection distance.
For my mod, I created a machine that uses underground pipe connections of a special "unpipable" connection category with a range of 1 instead of the regular fluid pipe connections. (to allow an implementation of unpipable fluids which require direct machine-to-machine transfer)
I constructed two ...
I constructed two ...
- Fri Oct 24, 2025 11:34 am
- Forum: Modding interface requests
- Topic: Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
- Replies: 1
- Views: 626
Allow runtime access to thruster Efficiency/Thrust/Fluid consumption
Currently, I am working on some runtime scripts that require me to calculate how much fuel a thruster is using to make an estimate of its energy usage/output. Currently, the only way to do this would be to take the thruster's fuel contents and calculate its thrust output from that. which requires a ...
- Fri Oct 24, 2025 11:19 am
- Forum: Won't implement
- Topic: Allow more than one filter on fluid_boxes
- Replies: 12
- Views: 3791
Re: Allow more than one filter on fluid_boxes
I'm going to put this into won't-implement because if it existed, every single fluidbox in the game would need memory allocated to support a dynamic number of filters which is outside of what we want to support and out of the memory usage and performance overhead that we're willing to pay.
copy ...
- Thu Oct 16, 2025 12:31 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
- Replies: 1
- Views: 762
[2.0.69] Rotating an entity by pasting from clipboard or blueprint does not raise on_player_rotated_entity event.
This issue has been bothering me (and other mod developers) for some time. in 2.0.69, it was partially solved. (https://forums.factorio.com/128978) For entities that need to be super force built to rotate, however, entities that *do not* require super force build to be blueprinted/pasted over still ...
- Mon Oct 13, 2025 10:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 6
- Views: 5101
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
This is now fixed for the next release.
in 2.0.69 where the bug is reportedly fixed, however, only in situations where a super forced build is required to rotate an entity.
In this example, I rotate a recycler by copying, rotating, and then pasting the rotated recycler onto it. (regular paste ...
- Sat Oct 11, 2025 5:18 am
- Forum: Won't implement
- Topic: Allow more than one filter on fluid_boxes
- Replies: 12
- Views: 3791
Re: Allow more than one filter on fluid_boxes
I want to make a mechanism which involves fluids that can only be directly inserted, much like the fusion reactor in the space age. Unfortunately, unlike the fusion reactor plasma mechanic, I need to use buildings that can also craft regular fluid recipes.
I believe you can still do that with ...
- Fri Oct 10, 2025 4:39 am
- Forum: Won't implement
- Topic: Allow more than one filter on fluid_boxes
- Replies: 12
- Views: 3791
Re: Allow more than one filter on fluid_boxes
I desperately need this, ever since 2.0 fluids, I don't see why it shouldn't be possible to have more than one filter on fluid boxes.
I want to make a mechanism which involves fluids that can only be directly inserted, much like the fusion reactor in the space age. Unfortunately, unlike the fusion ...
I want to make a mechanism which involves fluids that can only be directly inserted, much like the fusion reactor in the space age. Unfortunately, unlike the fusion ...
- Wed Oct 01, 2025 7:17 am
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 19206
Re: Version 2.0.69
YES!Fixed that super-force-building would not generate a player-rotated event.
- Mon Sep 22, 2025 1:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 6
- Views: 5101
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
I am suffering from this bug as well.
Building an entity with a different rotation on top of another via the clipboard (like one might do when pasting a recipe from one machine to another, or rotating many machines in bulk) doesn't raise on_player_rotated_entity, despite having rotated the entity ...
Building an entity with a different rotation on top of another via the clipboard (like one might do when pasting a recipe from one machine to another, or rotating many machines in bulk) doesn't raise on_player_rotated_entity, despite having rotated the entity ...
- Mon Aug 25, 2025 3:26 am
- Forum: Modding help
- Topic: How can I make an assembly machine which Produces Heat while crafting
- Replies: 2
- Views: 936
Re: How can I make an assembly machine which Produces Heat while crafting
Thanks for the reply, I'll look into compound entities and see what I can do.