Search found 60 matches
- Thu Aug 20, 2026 2:04 pm
- Forum: Modding help
- Topic: productivity_bonus loss problem
- Replies: 5
- Views: 336
Re: productivity_bonus loss problem
I apologize. When I checked the Lua object with gvv, I found that the level of the referenced LuaTechnology object was initialized to 1. I have no idea what is modifying this or why... I will look into this further.
- Thu Aug 20, 2026 1:42 pm
- Forum: Modding help
- Topic: productivity_bonus loss problem
- Replies: 5
- Views: 336
Re: productivity_bonus loss problem
The full text of the function is as follows.
local function _research_update(e)
if e.research.name == "dps-tech_advanced-apfsds-shell-enhancement-chance" or
e.research.name == "dps-tech_advanced-apfsds-shell-destruction-protection" then
local force = game.forces["player"]
local tech = force ...
local function _research_update(e)
if e.research.name == "dps-tech_advanced-apfsds-shell-enhancement-chance" or
e.research.name == "dps-tech_advanced-apfsds-shell-destruction-protection" then
local force = game.forces["player"]
local tech = force ...
- Thu Aug 20, 2026 1:22 pm
- Forum: Modding help
- Topic: productivity_bonus loss problem
- Replies: 5
- Views: 336
Re: productivity_bonus loss problem
I'm sorry. Could you please be a little more specific?
- Thu Aug 20, 2026 11:04 am
- Forum: Modding help
- Topic: productivity_bonus loss problem
- Replies: 5
- Views: 336
productivity_bonus loss problem
Hello. I am trying to implement a feature by controlling LuaRecipe's productivity_bonus as shown below.
recipes["dps-ammo_apfsds-shell_"..i].productivity_bonus = probability_0001 * (total_probability - ptyp.main_product.shared_probability.max) * 100000
However, it seems there is an issue where ...
recipes["dps-ammo_apfsds-shell_"..i].productivity_bonus = probability_0001 * (total_probability - ptyp.main_product.shared_probability.max) * 100000
However, it seems there is an issue where ...
- Mon Aug 03, 2026 7:34 am
- Forum: Ideas and Suggestions
- Topic: Chat Scrollbar and Copyable
- Replies: 0
- Views: 154
Chat Scrollbar and Copyable
Hello. I am running a multiplayer server.
There are many users chatting and exchanging various messages, and having a scroll bar would be a great help. Alternatively, having a separate chat log would also be very useful.
It would also be a huge help if chat messages could be copied. There are ...
There are many users chatting and exchanging various messages, and having a scroll bar would be a great help. Alternatively, having a separate chat log would also be very useful.
It would also be a huge help if chat messages could be copied. There are ...
- Sat Jul 18, 2026 10:35 pm
- Forum: Ideas and Suggestions
- Topic: Active Fluid Temperature Output
- Replies: 1
- Views: 204
Active Fluid Temperature Output
As far as I know, the temperature of fluids output by buildings is always fixed, regardless of the input fluid temperature. Because of this, it's difficult to make meaningful use of fluid temperature.
I think it would be much more useful if buildings could actively adjust the output fluid ...
I think it would be much more useful if buildings could actively adjust the output fluid ...
- Sat Jul 18, 2026 10:08 am
- Forum: Ideas and Suggestions
- Topic: Increases the chance of producing items from recipes through research.
- Replies: 0
- Views: 155
Increases the chance of producing items from recipes through research.
I've implemented an enhancement system in the mod I'm developing, and I'm using productivity research to increase the efficiency of item enhancements.
Is there any way to modify a recipe's output probability through research or the API? If not, I think it would be great to add a modifier for this.
Is there any way to modify a recipe's output probability through research or the API? If not, I think it would be great to add a modifier for this.
- Fri Jul 17, 2026 6:31 am
- Forum: Won't fix.
- Topic: [2.1.9] Very small amounts of damage are not being applied correctly.
- Replies: 2
- Views: 473
Re: [2.1.9] Very small amounts of damage are not being applied correctly.
Got it. In that case, I'll lower the entity's maximum health for now and then see if checking its health more frequently causes any performance issues. Thanks for your help!
- Fri Jul 17, 2026 5:54 am
- Forum: Won't fix.
- Topic: [2.1.9] Very small amounts of damage are not being applied correctly.
- Replies: 2
- Views: 473
[2.1.9] Very small amounts of damage are not being applied correctly.
I'm trying to deal 1 point of damage to an entity with 100 million health. The hit seems to register, but the entity's actual health doesn't appear to decrease.
스크린샷 2026-07-17 143747.png
As shown in the screenshot, "Damage to be taken: 1" is displayed. However, even after waiting for some time ...
스크린샷 2026-07-17 143747.png
As shown in the screenshot, "Damage to be taken: 1" is displayed. However, even after waiting for some time ...
- Tue Jun 30, 2026 10:45 am
- Forum: Resolved Problems and Bugs
- Topic: Scrollbar Missing in the Multiplayer Server Profile Window
- Replies: 1
- Views: 707
Scrollbar Missing in the Multiplayer Server Profile Window
I'm not sure what the exact conditions are, but sometimes the vertical scrollbar disappears when the server profile becomes very long due to the number of installed mods.
As far as I can tell, this isn't limited to a specific version and appears to be a fairly old bug.
- Tue Jun 30, 2026 10:41 am
- Forum: Ideas and Suggestions
- Topic: Show Included Mods in the Multiplayer Server Browser
- Replies: 0
- Views: 121
Show Included Mods in the Multiplayer Server Browser
스크린샷 2026-06-30 193739.png
At the moment, enabling the "Has mods" filter also includes servers that are only using DLC content.
Personally, I think DLC content should probably be excluded from this filter. In practice, the main reason people use the "Has mods" filter is to find servers running ...
At the moment, enabling the "Has mods" filter also includes servers that are only using DLC content.
Personally, I think DLC content should probably be excluded from this filter. In practice, the main reason people use the "Has mods" filter is to find servers running ...
- Tue Jun 30, 2026 10:34 am
- Forum: Ideas and Suggestions
- Topic: Batch Map Settings Adjustment
- Replies: 1
- Views: 147
Batch Map Settings Adjustment
When generating a map with mods, adjusting the frequency, size, and richness of every resource individually becomes quite tedious. It would be great to have a global adjustment feature that lets you change them all at once.
- Mon Jun 29, 2026 1:22 am
- Forum: Modding discussion
- Topic: power pole cable disconnect issue
- Replies: 2
- Views: 302
power pole cable disconnect issue
Hello,
I'm currently updating Planet Linox for Factorio 2.1.
While working on it, I discovered that players can reset a power pole's wire connections by Shift + Left-clicking on it.
The problem is that Planet Linox uses special power poles to connect the surface and underground surfaces. Players ...
I'm currently updating Planet Linox for Factorio 2.1.
While working on it, I discovered that players can reset a power pole's wire connections by Shift + Left-clicking on it.
The problem is that Planet Linox uses special power poles to connect the surface and underground surfaces. Players ...
- Sun Jan 18, 2026 9:12 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3959
- Views: 2523521
Re: Bugs & FAQ
Hello. A crash occurred while using Angel’s Mods together with Bob’s Mods, so I’m providing the crash log.
163084.922 Error MainLoop.cpp:1468: Exception at tick 12978261: The mod Angel's Refining (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while ...
163084.922 Error MainLoop.cpp:1468: Exception at tick 12978261: The mod Angel's Refining (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while ...
- Wed Nov 19, 2025 10:17 am
- Forum: Modding help
- Topic: How to control building animations
- Replies: 2
- Views: 694
Re: How to control building animations
To clarify my question a bit—what I’m really trying to understand is whether there is any API that allows enabling or disabling an entity’s animation directly, or if there are other commonly used methods to control animations in practice.
At the moment, the only idea I have is to base the entity on ...
At the moment, the only idea I have is to base the entity on ...
- Wed Nov 19, 2025 10:10 am
- Forum: Modding help
- Topic: How to control building animations
- Replies: 2
- Views: 694
How to control building animations
Hello. I’m looking for a way to turn a building’s animation on and off through scripting.
For example, I would like the entity to remain in an idle (non-animated) state normally, and then start playing its animation when the player “turns on the power” through a dialogue interaction.
I don’t have ...
For example, I would like the entity to remain in an idle (non-animated) state normally, and then start playing its animation when the player “turns on the power” through a dialogue interaction.
I don’t have ...
- Tue Nov 18, 2025 9:18 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 751
Re: I would like to migrate (rename) a surface name.
Thank you. It seems I was confused.
- Tue Nov 18, 2025 9:12 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 751
Re: I would like to migrate (rename) a surface name.
There is a surface that already exists in save files from previous versions.
I would like to migrate its name to a different one.
Is the surface name not eligible for migration?
I would like to migrate its name to a different one.
Is the surface name not eligible for migration?
- Tue Nov 18, 2025 8:55 pm
- Forum: Modding help
- Topic: I would like to migrate (rename) a surface name.
- Replies: 4
- Views: 751
I would like to migrate (rename) a surface name.
I wrote the migration JSON as shown below.
{
"tile":[
["linox-tile_linox-installation-foundation", "linox-tile_linox-foundation"],
["linox-tile_linox-installation-terminal-platform", "linox-tile_linox-terminal-platform"],
["linox-tile_linox-installation-hazard-terminal-platform", "linox-tile ...
{
"tile":[
["linox-tile_linox-installation-foundation", "linox-tile_linox-foundation"],
["linox-tile_linox-installation-terminal-platform", "linox-tile_linox-terminal-platform"],
["linox-tile_linox-installation-hazard-terminal-platform", "linox-tile ...
- Tue Nov 18, 2025 5:23 pm
- Forum: Won't implement
- Topic: The issue where research_all_technologies() does not follow the research tree
- Replies: 2
- Views: 963
The issue where research_all_technologies() does not follow the research tree
Hello. I am developing a mod called Planet Linox.
In this mod, the order of research is extremely important because completing certain technologies changes the surface terrain, places additional entities, and affects the behavior of various scripts. During normal gameplay, the research tree is ...
In this mod, the order of research is extremely important because completing certain technologies changes the surface terrain, places additional entities, and affects the behavior of various scripts. During normal gameplay, the research tree is ...