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by DaveMcW
Wed Jul 29, 2026 5:25 am
Forum: Gameplay Help
Topic: Blueprint Parameter - infer upstream recipe
Replies: 2
Views: 297

Re: Blueprint Parameter - infer upstream recipe

I would use a blueprint book. Create a blueprint for each recipe, put them in the blueprint book, and shift + mouse wheel to switch between them.
by DaveMcW
Mon Jul 27, 2026 1:26 am
Forum: General discussion
Topic: No change to Quality Science in 2.1 ?
Replies: 5
Views: 1229

Re: No change to Quality Science in 2.1 ?

Uncommon Aquilo science is actually better than common. It's so easy to make quality ice and lithium plates. It takes so long to make Cryogenic science packs (common or uncommon).

Uncommon Vulcanus science is also easy with quality modules in the mining drills.

Uncommon Fulgora science uses ...
by DaveMcW
Sat Jun 27, 2026 6:44 pm
Forum: Gameplay Help
Topic: {2.1.8} Have Labs auto switch to lowest science tech?
Replies: 1
Views: 470

Re: {2.1.8} Have Labs auto switch to lowest science tech?

You can't. Maybe move this to ideas and suggestions?

It's tricky because some tech costs are too big for the circuit network.
by DaveMcW
Fri Jan 30, 2026 11:22 am
Forum: Gameplay Help
Topic: How to make quality rocket parts
Replies: 7
Views: 2430

How to make quality rocket parts

1. Build a rocket silo and a constant combinator.

2. Set the constant combinator to "Rocket part".


quality-silo-1.jpg


3. Blueprint the rocket silo and constant combinator.

4. Click the parametrise button.


quality-silo-2.jpg


5. Click the rocket part icon.

6. Change quality ...
by DaveMcW
Mon Dec 29, 2025 5:30 pm
Forum: Show your Creations
Topic: Belt-end design for Gleba fruit pickup
Replies: 1
Views: 1520

Re: Belt-end design for Gleba fruit pickup

You can also use an underground belt at the end to force the inserter to pick up everything.
by DaveMcW
Mon Dec 08, 2025 3:03 am
Forum: Modding help
Topic: Is it possible to rename a mod, but retain storage data?
Replies: 4
Views: 1006

Re: Is it possible to rename a mod, but retain storage data?

You can copy storage with LuaRemote if you have both mods enabled.

Code: Select all

/c __mod1__ remote.add_interface("mod1 getter", { getstorage = function() return storage end })

Code: Select all

/c __mod2__ storage = remote.call("mod1 getter", "getstorage")
by DaveMcW
Sun Nov 09, 2025 9:24 pm
Forum: Modding help
Topic: How to create a new combinator?
Replies: 3
Views: 981

Re: How to create a new combinator?

Yes, you must use the on_tick event to get input from a circuit network.

Output must be a constant-combinator where you set your processed signals.
by DaveMcW
Wed May 14, 2025 1:45 pm
Forum: Gameplay Help
Topic: Rocket Fuel vs Solid Fuel cost analysis
Replies: 5
Views: 8383

Re: Rocket Fuel vs Solid Fuel cost analysis

In Space Age, rocket fuel has an infinite productivity tech. It will always beat solid fuel when you get productivity high enough.

Even in vanilla, it's possible to get rocket fuel productivity up to +40%, where it beats solid fuel.
by DaveMcW
Wed May 14, 2025 1:35 pm
Forum: Gameplay Help
Topic: is it normal for this to happen?(underground belt)
Replies: 6
Views: 1885

Re: is it normal for this to happen?(underground belt)

Yes, underground belts blocking half a sidebelt has existed since the very first version of Factorio.

It was originally caused by item collision boxes. When item collision boxes were optimized away, they still kept the behavior.
by DaveMcW
Wed May 14, 2025 1:29 pm
Forum: Gameplay Help
Topic: Beacon calculations
Replies: 2
Views: 2844

Re: Beacon calculations

The tooltips are wrong, do not try to match them.

The actual effect does not use any rounding in the calculation.
by DaveMcW
Mon May 05, 2025 1:25 am
Forum: Gameplay Help
Topic: Upcycler statistical bias
Replies: 4
Views: 1643

Re: Upcycler statistical bias

Don't forget that even an unbiased output will exhibit a random walk: on any given run, the imbalance is expected to grow as the square root of the number of samples.

For a specific example, if you recycle 1 million processing units, each with a 50% chance to generate an advanced circuit, you ...
by DaveMcW
Thu May 01, 2025 3:35 am
Forum: Modding help
Topic: How to add Custom Field to prototypes?
Replies: 4
Views: 1350

Re: How to add Custom Field to prototypes?

The way most mods do it is create a storage.custom_fields table in control.lua that maps entities to custom fields.

You then need to update the table whenever an entity is built or destroyed.
by DaveMcW
Wed Apr 30, 2025 3:54 am
Forum: Modding help
Topic: [Solved][2.0.43] How can I set the icon for a recipe?
Replies: 5
Views: 1585

Re: [2.0.43] How can I set the icon for a recipe?

How about a different "name"?
by DaveMcW
Tue Apr 29, 2025 9:11 am
Forum: Modding help
Topic: [Solved][2.0.43] How can I set the icon for a recipe?
Replies: 5
Views: 1585

Re: [2.0.43] How can I set the icon for a recipe?

Try giving the recipe and item a different localised_name.
by DaveMcW
Sat Apr 26, 2025 11:47 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Legendary Stone 4/s
Replies: 0
Views: 4995

Legendary Stone 4/s

This design produces legendary stone from mined calcite. 4 legendary stone per second.

0eNrtXEuP2zYQ/iuBznIhUiQlLdBTr731GCwMWaZ3hepVPbbdLvzfS8prW7Epa4Z0kGQbIMhaNjWfOOQMvxly9OZtikE2bV713sObl2d11XkPn9+8Ln+q0kJ/V6Wl9B68rq8r6fneX0Na5P2r+qaQT7Lapu2rt/e9vNrKf7wHsn/0PVn1eZ/Lg6Dx4nVdDeVGtqqBfxTYD ...
by DaveMcW
Sat Apr 26, 2025 12:06 am
Forum: Modding help
Topic: How to efficiently schedule a future event for a future tick?
Replies: 1
Views: 894

Re: How to efficiently schedule a future event for a future tick?

events.on_tick is very cheap, don't worry about calling it every tick.

Of course you should try to minimize the work you do every tick. Reading a single table index is a great way to do it.
by DaveMcW
Thu Apr 17, 2025 3:13 am
Forum: Modding help
Topic: Need help on coding problem
Replies: 5
Views: 1537

Re: Need help on coding problem

You are looking at line 42 in the wrong file.

Fix the file at the top of the error message, prototypes/compatibility/bobs_modules.lua
by DaveMcW
Fri Apr 11, 2025 1:37 pm
Forum: Modding help
Topic: How to generate surface from planet but with custom map-gen
Replies: 3
Views: 1834

Re: How to generate surface from planet but with custom map-gen

Can you do it in data.lua?

data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.aquilo_crude_oil.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.lithium_brine.frequency = 10
data.raw['planet']['aquilo'].map_gen_settings.autoplace_controls.fluorine_vent ...
by DaveMcW
Sat Mar 22, 2025 1:41 pm
Forum: Modding help
Topic: Specifying the biter's attack target
Replies: 4
Views: 1377

Re: Specifying the biter's attack target

You need to set that in data.lua.

Code: Select all

data.raw['entity']['nuclear-reactor'].allow_run_time_change_of_is_military_target = true

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