Search found 24 matches

by Loup&Snoop
Sun May 18, 2025 6:48 pm
Forum: Modding interface requests
Topic: Raise event on Inserter pickup/drop position changed
Replies: 0
Views: 19

Raise event on Inserter pickup/drop position changed

My Problem
My mod needs to execute code whenever another mod changed the pickup/drop positions of an inserter. Specifically, I am making a surface where inserter pickup/dropoff positions have a certain restriction to them. I would like to have compatibility with adjustable inserter mods.

Current ...
by Loup&Snoop
Sat May 17, 2025 5:11 pm
Forum: Bug Reports
Topic: [2.0.47] Researched technology visible even when visible_when_disabled = false
Replies: 0
Views: 127

[2.0.47] Researched technology visible even when visible_when_disabled = false

TL;DR
05-17-2025, 13-51-33.png
(see attachment comment)


Full Bug Report

Background: API docs for LuaTechnology say:
LuaTechnology.enabled: Can this technology be researched?
LuaTechnology.visible_when_disabled: = If this technology will be visible in the research GUI even though it is ...
by Loup&Snoop
Mon May 12, 2025 6:26 pm
Forum: Modding interface requests
Topic: API for "machine productivity"
Replies: 4
Views: 218

Re: API for "machine productivity"

+1
I was also planning to do something like this, but doing all the machine entity swapping shenaniganery made it much less attractive.
by Loup&Snoop
Fri May 09, 2025 8:28 pm
Forum: Modding interface requests
Topic: Vulcanus-type Fog Direction Control
Replies: 0
Views: 143

Vulcanus-type Fog Direction Control

05-09-2025, 16-08-25.png
(You can also see in the attached video.)

My Problem:
I am making a planet with a very high wind speed, and would like to use Vulcanus-type fog to make the effect. However, fog moves in the opposite direction of wind, which looks very jarring at high wind speed because ...
by Loup&Snoop
Fri May 09, 2025 6:43 pm
Forum: Modding interface requests
Topic: Rocket Silo Automatic Requests
Replies: 2
Views: 232

Re: Rocket Silo Automatic Requests

Thanks! I appreciate it.

Even if it isn’t exactly what I wanted for my use case, I can at least now detect it on_gui_close and on_gui_checked_state_changed, change it back, play error SFX, and print an error telling the player that they can’t do that. This should be more than enough for me to do my ...
by Loup&Snoop
Tue Apr 29, 2025 4:54 pm
Forum: Modding interface requests
Topic: Rocket Silo Automatic Requests
Replies: 2
Views: 232

Rocket Silo Automatic Requests

04-29-2025, 12-47-55.png

Right now, I don't see any way to read or write to the value of this checkbox on a given rocket silo entity, nor a way to force it in the prototype. I am making a mod where rocket silos on one planet can export things, but cannot be allowed to make automatic logi bot ...
by Loup&Snoop
Thu Apr 17, 2025 3:31 pm
Forum: Modding interface requests
Topic: Event to detect when a cargo pod is launched
Replies: 3
Views: 288

Re: Event to detect when a cargo pod is launched

+1 Blocking (specific) cargo pod drops to a specific surface would be useful for mod planets.
Sad to see that we need some hackey solutions.
by Loup&Snoop
Fri Feb 21, 2025 9:01 pm
Forum: Ideas and Suggestions
Topic: please put advanced asteroid processing instead of reprocessing to vulcanus
Replies: 5
Views: 451

Re: please put advanced asteroid processing instead of reprocessing to vulcanus

-1
It is part of the reward for beating Gleba for a reason. It also makes sure you CAN’T get space calcite from the same planet that creates demand for calcite on other planets. So you can only get easy calcite anywhere AND use it if you beat two separate planets.
by Loup&Snoop
Thu Feb 20, 2025 4:40 pm
Forum: Ideas and Suggestions
Topic: "Any Quality" Recipes
Replies: 0
Views: 173

"Any Quality" Recipes

TL;DR
02-20-2025, 11-34-43.png

What?
When selecting the quality of a recipe, adding an "any quality" option for the machine to try to run the given recipe with whatever quality ingredients it might have. The machine will now have an internal buffer to hold ingredients of each quality. Once it ...
by Loup&Snoop
Mon Feb 17, 2025 1:29 pm
Forum: Ideas and Suggestions
Topic: Cliff explosives alternative around blue science
Replies: 19
Views: 1108

Re: Cliff explosives alternative around blue science

Unlocking elevated rails with purple science makes sense. The cliff planet being needed for cliff explosives also makes sense. Vulcanus only has a few items unlocked by its actual research. The progression currently feels good. I don’t see a problem with the current situation.
by Loup&Snoop
Mon Feb 17, 2025 1:20 pm
Forum: Ideas and Suggestions
Topic: [Suggestion/Comic] A Gleba productivity science would be nice
Replies: 21
Views: 1764

Re: [Suggestion/Comic] A Gleba productivity science would be nice

+1
Good idea. Good comic.
Agriculture science should indeed enhance your agriculture.

Ag Towers not taking modules nor any prod bonuses really make Gleba fall off in the late game, when you are getting everything in quality with tons of powerful modules/beacons. The proposed edit would help Gleba ...
by Loup&Snoop
Sun Feb 16, 2025 1:14 am
Forum: Ideas and Suggestions
Topic: Multiple Types of Scrap
Replies: 8
Views: 865

Re: Multiple Types of Scrap


Space casino is cheese. Being an oversight,

Remember when you called for banning quality modules in crushers ( https://forums.factorio.com/125262 )? That was both an unpopular opinion, and the method was known since the beta. It is not an oversight.

Scaling quality upcycling of raw resources ...
by Loup&Snoop
Sat Feb 15, 2025 2:48 pm
Forum: Ideas and Suggestions
Topic: Multiple Types of Scrap
Replies: 8
Views: 865

Re: Multiple Types of Scrap


Really? To produce one rocket of blue circuits per minute without modules you need:

Vulcanus still requires more infrastructure, while having more problems with space

In what universe does Vulcanus have more problems with space than Fulgora?

On vulcanus vs Fulgora: 1) 5 MW requires 1 turbine ...
by Loup&Snoop
Sat Feb 15, 2025 1:27 pm
Forum: Ideas and Suggestions
Topic: Multiple Types of Scrap
Replies: 8
Views: 865

Re: Multiple Types of Scrap


The only thing you ever deliberately scale on Fulgora is holmium. … What makes you think Fulgora “should” be good at making electronics?

IMO Every planet should be good at something besides their unique science. It drives the player to play more with that planet’s unique mechanics (in pursuit ...
by Loup&Snoop
Sat Feb 15, 2025 2:42 am
Forum: Ideas and Suggestions
Topic: Multiple Types of Scrap
Replies: 8
Views: 865

Multiple Types of Scrap

TL;DR
Add a few different types of scrap to Fulgora, each yielding a different distribution of the items present in normal scrap.

What?
Add 3 new types of mineable scrap nodes on Fulgora. The types of scrap nodes and what they recycle to are:
Scrap classic => Standard current scrap
Electronic ...
by Loup&Snoop
Wed Jan 29, 2025 9:40 pm
Forum: Ideas and Suggestions
Topic: Increase U238 rocket capacity
Replies: 6
Views: 763

Re: Increase U238 rocket capacity

-1

By the time you are shipping nuclear fuel, the cost of sending up a ton of uranium rockets becomes negligible. More U238 rocket capacity mostly impacts the early exploration phase when initially going to multiple planets. In this stage of the game, it should be very expensive to blow uranium ...
by Loup&Snoop
Sat Jan 25, 2025 4:46 pm
Forum: Ideas and Suggestions
Topic: Radar channels
Replies: 8
Views: 2593

Re: Radar channels

+1

When I only get 2 radar channels (2 wires), it makes me value them so highly that it makes me not use the feature at all. Because that is all you get for the surface, and if I use it for one thing, then I can’t add anything more without having the signals all mixed up!

imo, it would work best ...
by Loup&Snoop
Sat Jan 25, 2025 4:37 pm
Forum: Ideas and Suggestions
Topic: Aquilo: add an upgraded roboport that won't freeze
Replies: 7
Views: 714

Re: Aquilo: add an upgraded roboport that won't freeze

I just don’t agree. Given how everything else on Aquilo freezes, the freeze-proof status seems to be very intentionally reserved for a few things that really need it. Of all the things that could be freeze-proof, roboports don’t really feel that critical.

If you want a self-expanding base, you can ...
by Loup&Snoop
Mon Jan 20, 2025 7:24 pm
Forum: Not a bug
Topic: [2.0.28] Quality planet icons not selectable for text
Replies: 1
Views: 300

[2.0.28] Quality planet icons not selectable for text

I can make a quality signal for each planet (eg Nauvis). However, I cannot select quality in text for a description for a combinator. The same applies to train stop names.

This bug applies to: planet signals (Nauvis, Vulcanus, Shattered Planet signals...), and quality signals (eg a Rare Uncommon ...
by Loup&Snoop
Mon Jan 20, 2025 5:35 pm
Forum: Ideas and Suggestions
Topic: Set requests for space platform hub via circuit signals
Replies: 17
Views: 7202

Re: Set requests for space platform hub via circuit signals

+1
Since all the circuits for signals get really messy at a hub, maybe it would be good to just have the ability to toggle a logistic group with a circuit signal. Instead of passing in item requests like for a logistic chest, which will lead to a lot of weirdness with whatever is in the hub ...

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