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 ...
Search found 67 matches
- Tue Jan 13, 2026 2:26 pm
- Forum: Mod portal Discussion
- Topic: Space Travel Required Flag is permanent
- Replies: 3
- Views: 327
- Thu Jan 01, 2026 4:20 pm
- Forum: Mod portal Discussion
- Topic: Space Travel Required Flag is permanent
- Replies: 3
- Views: 327
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: 259
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: Modding interface requests
- Topic: Upgrade Planner Compatibility with Modded Rolling Stock
- Replies: 1
- Views: 249
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: 634
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: 634
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: 634
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: Fixed for 2.1
- Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
- Replies: 3
- Views: 804
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: 416
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: 275
[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: 416
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: 691
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: 13197
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: 297
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: 13197
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: 691
[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: 647
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 ...
- Thu Sep 11, 2025 4:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.66] Crash/ScreenFreeze on startup
- Replies: 3
- Views: 647
[2.0.66] Crash/ScreenFreeze on startup
I was working on my mod development. When I booted up factorio, during data stage, my whole screen straight up froze, l then turned black. I had a youtube music video in the background, and it kept making sound for several minutes until it finished while everything was black. Factorio music does not ...
- Fri Sep 05, 2025 7:56 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 56615
Re: Ban quality modules from asteroid crushers
-1
Space casinos are a good addition to the game because it reduces the number of duplicate washing setups you make across the run. If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken. The meta is going to be ...
Space casinos are a good addition to the game because it reduces the number of duplicate washing setups you make across the run. If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken. The meta is going to be ...
- Wed Sep 03, 2025 9:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.52] Super forced build from clipboard not generate enough events
- Replies: 6
- Views: 2929
Re: [Lou][2.0.52] Super forced build from clipboard not generate enough events
I’m still feeling side effects from workarounds to this bug. I’d like to link the accidental duplicate bug report that I made for this: viewtopic.php?p=674604#p674604
I hope the alternate account for the reproduction (with videos) helps find a solution.
I hope the alternate account for the reproduction (with videos) helps find a solution.