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 ...
Search found 24 matches
- Sun May 18, 2025 6:48 pm
- Forum: Modding interface requests
- Topic: Raise event on Inserter pickup/drop position changed
- Replies: 0
- Views: 19
- 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 ...
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 ...
- 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.
I was also planning to do something like this, but doing all the machine entity swapping shenaniganery made it much less attractive.
- 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 ...
(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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
Sad to see that we need some hackey solutions.
- 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.
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.
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 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 ...
- 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 ...
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 ...
- 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 ...
If you want a self-expanding base, you can ...
- 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 ...
This bug applies to: planet signals (Nauvis, Vulcanus, Shattered Planet signals...), and quality signals (eg a Rare Uncommon ...
- 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 ...
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 ...