Search found 70 matches

by Loup&Snoop
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 ...
by Loup&Snoop
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.”?
by Loup&Snoop
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.
by Loup&Snoop
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 ...
by Loup&Snoop
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 ...
by Loup&Snoop
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 ...
by Loup&Snoop
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 ...
by Loup&Snoop
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
by Loup&Snoop
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 ...
by Loup&Snoop
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 ...
by Loup&Snoop
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.
by Loup&Snoop
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.
by Loup&Snoop
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 ...
by Loup&Snoop
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 ...
by Loup&Snoop
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 ...
by Loup&Snoop
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.
by Loup&Snoop
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 ...
by Loup&Snoop
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.
by Loup&Snoop
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 ...
by Loup&Snoop
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 ...

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