Search found 70 matches
- Thu Jun 25, 2026 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Different color for Recommended Optional Dependencies
- Replies: 0
- Views: 91
Different color for Recommended Optional Dependencies
Factorio v2.1.8. The mod portal has a different color for the new "+" recommended optional dependencies. Would you consider highlighting them in a different color text ingame? I can't quickly tell the recommended mods appart from mandatory ones from just reading. I would like to suggest the cool ...
- Fri Jun 12, 2026 4:57 pm
- Forum: Implemented mod requests
- Topic: Upgrade Planner Compatibility with Modded Rolling Stock
- Replies: 2
- Views: 559
Re: Upgrade Planner Compatibility with Modded Rolling Stock
Given the recent FFF post, could this be moved to “Implemented.”?
- Mon Jun 08, 2026 12:26 am
- Forum: Modding interface requests
- Topic: Read-only access to files inside active mods
- Replies: 11
- Views: 2116
Re: Read-only access to files inside active mods
+1 We would also like this information to be exposed.
- Tue Jan 13, 2026 2:26 pm
- Forum: Mod portal Discussion
- Topic: Space Travel Required Flag is permanent
- Replies: 3
- Views: 1032
Re: Space Travel Required Flag is permanent
Thank you. I fixed BLOOSH GOOSH myself with eugene’s suggestion (space travel required: false, instead of blank). It worked for me perfectly.
This behavior still applies to other mods with the same issue, such as https://mods.factorio.com/mod/machine-upgrades?from=search . This mod also started ...
This behavior still applies to other mods with the same issue, such as https://mods.factorio.com/mod/machine-upgrades?from=search . This mod also started ...
- Thu Jan 01, 2026 4:20 pm
- Forum: Mod portal Discussion
- Topic: Space Travel Required Flag is permanent
- Replies: 3
- Views: 1032
Space Travel Required Flag is permanent
Background
I made a mod ( https://mods.factorio.com/mod/zzz-bloosh-goosh/discussion/69553b8ae2db996ba2131fbe ). My first version accidentally had the “space travel required” flag. The next version fixed this, as the info.json no longer has the “space travel required” flag, and space-age is not a ...
I made a mod ( https://mods.factorio.com/mod/zzz-bloosh-goosh/discussion/69553b8ae2db996ba2131fbe ). My first version accidentally had the “space travel required” flag. The next version fixed this, as the info.json no longer has the “space travel required” flag, and space-age is not a ...
- Tue Nov 25, 2025 3:41 pm
- Forum: Documentation Improvement Requests
- Topic: ProductionHealthEffect needs a short explanation
- Replies: 1
- Views: 727
ProductionHealthEffect needs a short explanation
I found ProductionHealthEffect ( https://lua-api.factorio.com/latest/types/ProductionHealthEffect.html ) today.
It seems to only be used in captive biter spawners, so I can kind of make out how this works... But could you add a docstring to know without ctrl-F the whole data.raw? It's also not ...
It seems to only be used in captive biter spawners, so I can kind of make out how this works... But could you add a docstring to know without ctrl-F the whole data.raw? It's also not ...
- Wed Nov 05, 2025 6:21 pm
- Forum: Implemented mod requests
- Topic: Upgrade Planner Compatibility with Modded Rolling Stock
- Replies: 2
- Views: 559
Upgrade Planner Compatibility with Modded Rolling Stock
Rolling stock are currently not compatible with the upgrade planner. As a result, it takes a lot of manual effort (or a hackey mod, like the old Train Upgrader) to upgrade existing train systems to use compatible modded trains. This makes many modded trains less desirable, as people will unlock ...
- Thu Oct 30, 2025 5:13 pm
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 1333
Re: on_player_banned nil player_index
My mistake. I intended to post this in the API documentation request forum. I only noticed when Curiosity mentioned.
Could a moderator help me out by moving this thread to the doc request forum? EDIT: ty, mod
- Thu Oct 30, 2025 1:42 am
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 1333
Re: on_player_banned nil player_index
The main thing is: Since I don’t play multiplayer, I did not understand in what situation it could even be nil.
I can put in my own nil checks since it is listed as int or nil. But I still wouldn’t know what situations are getting caught in that nil check.
It may make sense to specify in the main ...
I can put in my own nil checks since it is listed as int or nil. But I still wouldn’t know what situations are getting caught in that nil check.
It may make sense to specify in the main ...
- Wed Oct 29, 2025 8:33 pm
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 1333
on_player_banned nil player_index
I just got a crash from not understanding how this event fully works. Specifically, could this be added to the documentation for “player_index” in “on_player_banned”
“Index of the banned LuaPlayer. Is nil if the banned username isn’t tied to a player that ever joined the game.”
My own lack of ...
“Index of the banned LuaPlayer. Is nil if the banned username isn’t tied to a player that ever joined the game.”
My own lack of ...
- Fri Oct 24, 2025 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
- Replies: 3
- Views: 1602
Re: [2.0.72] Holmium solution's base_color is incorrectly defined
I cannot unsee this, and it makes me irrationally displeased.
- Wed Oct 22, 2025 7:51 pm
- Forum: Documentation Improvement Requests
- Topic: LuaHelpers Docs only in Runtime Stage
- Replies: 2
- Views: 999
Re: LuaHelpers Docs only in Runtime Stage
It’s still strange that you can see it in the Runtime docs under that search, but not from Prototype stage.
I may be proposing the wrong fix, but I do believe that the current placement is not consistent.
I may be proposing the wrong fix, but I do believe that the current placement is not consistent.
- Tue Oct 21, 2025 10:03 pm
- Forum: Not a bug
- Topic: [2.0.69] Module Upgrade planner does not respect "not-upgradable" Flag
- Replies: 1
- Views: 467
[2.0.69] Module Upgrade planner does not respect "not-upgradable" Flag
My mod makes invisible beacons with the "not-upgradable" and "not-selectable-in-game" entity flags. However, an upgrade planner can still select it and add modules to it. This video was sent to me in a bug report: https://streamable.com/6asdpd
To reproduce, make an entity with the "not-upgradable ...
To reproduce, make an entity with the "not-upgradable ...
- Tue Oct 21, 2025 8:35 pm
- Forum: Documentation Improvement Requests
- Topic: LuaHelpers Docs only in Runtime Stage
- Replies: 2
- Views: 999
LuaHelpers Docs only in Runtime Stage
LuaHelpers currently has an entry in Runtime stage docs. This entry correctly declares the helpers object as available in prototype stage.
Problem: helpers can NOT be revealed when searching for LuaHelpers/Helper/etc in Prototype Stage nor Auxiliary docs.
Please link it in the other stages OR just ...
Problem: helpers can NOT be revealed when searching for LuaHelpers/Helper/etc in Prototype Stage nor Auxiliary docs.
Please link it in the other stages OR just ...
- Fri Sep 26, 2025 5:38 pm
- Forum: Not a bug
- Topic: [2.0.66] Belt dragging cancels rotations
- Replies: 3
- Views: 1020
Re: [2.0.66] Belt dragging cancels rotations
Thank you for the response.
If you want to rotate the entities, please do so in a different event.
What event would you suggest? I agree that it is best if our mod avoids modifying entities until the engine is done modifying them.
I do not see other promising events in the Event Tracer mod ...
If you want to rotate the entities, please do so in a different event.
What event would you suggest? I agree that it is best if our mod avoids modifying entities until the engine is done modifying them.
I do not see other promising events in the Event Tracer mod ...
- Tue Sep 23, 2025 2:03 pm
- Forum: Ideas and Suggestions
- Topic: Spoilage percentage filtration
- Replies: 21
- Views: 17426
Re: Freshness filtering suggestion
Then I humbly request the global moderator to merge threads.
- Tue Sep 23, 2025 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Multi Filter Splitters
- Replies: 0
- Views: 520
Multi Filter Splitters
Proposal
Splitters allowing multiple item filters at once.
Use Case
This would be useful for splitting sushi into separate sushi belts, especially in cases like Fulgora, space, or quality setups.
It seems doable, but may be challenging to do performantly. Just putting it out there. Note ...
Splitters allowing multiple item filters at once.
Use Case
This would be useful for splitting sushi into separate sushi belts, especially in cases like Fulgora, space, or quality setups.
It seems doable, but may be challenging to do performantly. Just putting it out there. Note ...
- Tue Sep 23, 2025 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Spoilage percentage filtration
- Replies: 21
- Views: 17426
Re: Freshness filtering suggestion
+1
Specifically for splitters. This would be useful on Gleba to divert items that should be taken out of circulation instead of crafting with them.
Specifically for splitters. This would be useful on Gleba to divert items that should be taken out of circulation instead of crafting with them.
- Sat Sep 20, 2025 4:00 pm
- Forum: Not a bug
- Topic: [2.0.66] Belt dragging cancels rotations
- Replies: 3
- Views: 1020
[2.0.66] Belt dragging cancels rotations
This feels like a niche edge case, but the spirit of Bilka compels me to report it.
The Bug
In an on_built_entity event callback: if entity.direction == defines.direction.west then entity.rotate{by_player=player_index} end
Boot up a new sandbox save. Cheats on.
Put a stack of belts AND the ...
The Bug
In an on_built_entity event callback: if entity.direction == defines.direction.west then entity.rotate{by_player=player_index} end
Boot up a new sandbox save. Cheats on.
Put a stack of belts AND the ...
- Thu Sep 11, 2025 7:51 pm
- Forum: 1 / 0 magic
- Topic: [2.0.66] Crash/ScreenFreeze on startup
- Replies: 3
- Views: 1012
Re: [2.0.66] Crash/ScreenFreeze on startup
Sorry, but I have no idea how to reproduce this error reliably. This is like the 4th time this happens to me since May. So it isn't a total anomaly, but it is very sporadic.
I only ever noticed this being an issue when I started modding, and having VScode open with mod files (and I was not writing ...
I only ever noticed this being an issue when I started modding, and having VScode open with mod files (and I was not writing ...