Good point. This is really handy for anything spage-related.
There are many mods that want to use spage assets without relying on spage, which then requires feature flags + duplicating assets.
It would be cleaner to tell factorio: “Please make spage files available for me to draw from, regardless ...
Search found 37 matches
- Sun Jul 06, 2025 11:54 pm
- Forum: Modding interface requests
- Topic: Modding Dependency without Code
- Replies: 2
- Views: 296
- Sat Jul 05, 2025 2:16 pm
- Forum: Modding interface requests
- Topic: Modding Dependency without Code
- Replies: 2
- Views: 296
Modding Dependency without Code
Context
Sometimes, when modding, I would like to depend on X mod to have factorio use that mod’s assets or libraries. However:
1) Some mods are stuck in 1.1
2) Many mods normally come with code that I don’t want executed. Data stage stuff can be reverted (with great effort) while many things can ...
Sometimes, when modding, I would like to depend on X mod to have factorio use that mod’s assets or libraries. However:
1) Some mods are stuck in 1.1
2) Many mods normally come with code that I don’t want executed. Data stage stuff can be reverted (with great effort) while many things can ...
- Sun Jun 22, 2025 11:53 am
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 678
Re: Importing any basic data from protoype stage to runtime
data-validation.lua
Actually I disagree here, I feel like this could be abused a lot to enforce specific playstyles or
Consider: The alternative is running the exact same code in control stage. I can’t stress this enough:
Data stage tasks do not belong in control stage
This data stage ...
- Sat Jun 21, 2025 10:57 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 678
Re: Importing any basic data from protoype stage to runtime
If the interest in actually doing this is real, and not trolling, here is how I would request the implementation look like with an example. Imagine the mod "Rubia" wants to define a "wind restriction" data object, to define how control-stage scripts should operate on a given entity.
Rubia's data ...
Rubia's data ...
- Sat Jun 21, 2025 1:29 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 678
Re: Importing any basic data from protoype stage to runtime
+1
If devs want to send new types of data from data stage to control stage, they can add a new prototype type. eg Any prototype with only 1-2 fields is simialr to passing yourself a hashset/dictionary from data to control stage. Modders do not have this option.
As Osmo said, we can already smuggle ...
If devs want to send new types of data from data stage to control stage, they can add a new prototype type. eg Any prototype with only 1-2 fields is simialr to passing yourself a hashset/dictionary from data to control stage. Modders do not have this option.
As Osmo said, we can already smuggle ...
- Tue Jun 17, 2025 2:51 pm
- Forum: Duplicates
- Topic: [2.0.55] Super force build not raising event
- Replies: 2
- Views: 298
Re: [2.0.55] Super force build not raising event
Yes. Sorry about that, Lou.
- Mon Jun 16, 2025 10:07 pm
- Forum: Duplicates
- Topic: [2.0.55] Super force build not raising event
- Replies: 2
- Views: 298
[2.0.55] Super force build not raising event
Context
I'm listening to these events:
defines.events.on_player_flipped_entity,
defines.events.on_player_rotated_entity,
defines.events.on_entity_settings_pasted,
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script ...
I'm listening to these events:
defines.events.on_player_flipped_entity,
defines.events.on_player_rotated_entity,
defines.events.on_entity_settings_pasted,
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script ...
- Sun Jun 01, 2025 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] LuaEntity.operable = false does not work on Ghosts in remote view
- Replies: 2
- Views: 1162
[2.0.54] LuaEntity.operable = false does not work on Ghosts in remote view
This wind turbine is "electric-energy-interface" with gui_mode = "none" by default.
06-01-2025, 10-51-24.png
Bug #1) ElectricEnergyInterface.gui_mode = "none" gives no simulation, while a window still opens.
Expectation: "none" => no window at all OR window with just a simulation.
Bug #2 ...
06-01-2025, 10-51-24.png
Bug #1) ElectricEnergyInterface.gui_mode = "none" gives no simulation, while a window still opens.
Expectation: "none" => no window at all OR window with just a simulation.
Bug #2 ...
- Sat May 31, 2025 7:11 pm
- Forum: Not a bug
- Topic: [2.0.47] Shield Regen Wrong Upon Taking damage from Max Shield
- Replies: 2
- Views: 494
[2.0.47] Shield Regen Wrong Upon Taking damage from Max Shield
TL;DR Shields regenerate a large fixed amount for 1 tick if you took damage while at max shields
This may be obnoxious to fix. I have had my suspicions that it is slightly off for a while, and this code confirmed it. It looks like the bug where shields get a very large regen boost for exactly 1 ...
This may be obnoxious to fix. I have had my suspicions that it is slightly off for a while, and this code confirmed it. It looks like the bug where shields get a very large regen boost for exactly 1 ...
- Thu May 29, 2025 4:02 pm
- Forum: Ideas and Suggestions
- Topic: Mod licenses could be improved
- Replies: 7
- Views: 892
Re: Mod licenses could be improved
Factorio Mods are completely open source Lua Scripts in a ZIP file - there is no way to apply DRM or code protections, just simple obfuscation.
This is false. Your rights over your own work have all rights reserved unless YOU explicitly give them away. The terms that you cited only give Wube ...
This is false. Your rights over your own work have all rights reserved unless YOU explicitly give them away. The terms that you cited only give Wube ...
- Sat May 24, 2025 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.52] Factoriopedia does not show Items spoiling if they lack a spoil result
- Replies: 1
- Views: 1501
[Genhis][2.0.52] Factoriopedia does not show Items spoiling if they lack a spoil result
See comments on pictures:
Normal Correct Behavior
05-24-2025, 19-08-25.png
-----
05-24-2025, 19-20-53.png
-----
The Bug
05-24-2025, 19-09-59.png
------
My Expectation
05-24-2025, 19-15-11.png
---
Context: My mod has spoilable items with no spoil result, because it lets me ...
Normal Correct Behavior
05-24-2025, 19-08-25.png
-----
05-24-2025, 19-20-53.png
-----
The Bug
05-24-2025, 19-09-59.png
------
My Expectation
05-24-2025, 19-15-11.png
---
Context: My mod has spoilable items with no spoil result, because it lets me ...
- Thu May 22, 2025 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false
- Replies: 4
- Views: 1585
Re: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false
Thanks, Genhis! I appreciate the work you do.
FYI I have reached out to a few mod creators who have hidden techs in their mods. They should be prepared/preparing for this change.
FYI I have reached out to a few mod creators who have hidden techs in their mods. They should be prepared/preparing for this change.
- Tue May 20, 2025 12:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false
- Replies: 4
- Views: 1585
Re: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false
Thank you so much for both addressing and building on my bug report!
1. Automation technology is selected, Automation 2 is disabled and not visible.
2. Automation technology is selected, Automation science pack is disabled and not visible.
Researched status doesn't matter. Are you satisfied with ...
1. Automation technology is selected, Automation 2 is disabled and not visible.
2. Automation technology is selected, Automation science pack is disabled and not visible.
Researched status doesn't matter. Are you satisfied with ...
- Sun May 18, 2025 6:48 pm
- Forum: Modding interface requests
- Topic: Raise event on Inserter pickup/drop position changed
- Replies: 1
- Views: 195
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 ...
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 ...
- Sat May 17, 2025 5:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.47] Researched technology visible even when visible_when_disabled = false
- Replies: 4
- Views: 1585
[Genhis][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: 372
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: 212
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: 329
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: 329
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: 422
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.