Search found 26 matches

by Puke
Mon May 18, 2026 8:14 am
Forum: Modding interface requests
Topic: Event for starmap opened
Replies: 3
Views: 505

Re: Event for starmap opened

+1

Having any way to prevent the vanilla starmap from being opened would be nice.
by Puke
Thu Apr 30, 2026 8:08 pm
Forum: Duplicates
Topic: [2.0.76] Cloning belts doesn't respect control behavior
Replies: 2
Views: 208

[2.0.76] Cloning belts doesn't respect control behavior

04-30-2026, 22-07-17.png
04-30-2026, 22-07-22.png

The belt is disabled, the circuit configuration is the following :

04-30-2026, 22-07-48.png

But when the belt is cloned, the item on the belt moves.
I would expect the item to NOT move since the belt that is cloned is supposed to be disabled ...
by Puke
Mon Mar 02, 2026 8:16 pm
Forum: Modding interface requests
Topic: Add a non destructive way to cool a fluid
Replies: 1
Views: 388

Add a non destructive way to cool a fluid

Hello.

I've been playing with fluid temperature recently, more specifically with the boiler prototype.

Where we stand:
- We can use "heat-fluid-inside" in a boiler.
- in this mode, the whole pipeline gradually increases it's temperature

Why this is useful :
- Currently, we can make it so an ...
by Puke
Sun Mar 01, 2026 9:07 am
Forum: Modding interface requests
Topic: Boiler prototype, output_fluid_box must be optional
Replies: 5
Views: 1405

Boiler output_fluid_box : Make it optional when mode is "heat-fluid-inside"

Hello !

Boiler prototype doc :
https://lua-api.factorio.com/2.0.76/prototypes/BoilerPrototype.html

The documentation says :
The output fluid box.

If mode is "output-to-separate-pipe" and this has a filter, the heated input fluid is converted to the output fluid that is set in the filter. The ...
by Puke
Sun Mar 01, 2026 9:00 am
Forum: Fixed for 2.1
Topic: [2.0.76] Fluid box energy source makes boiler non flippable
Replies: 1
Views: 516

[2.0.76] Fluid box energy source makes boiler non flippable

Hello,

This seems related to this : https://forums.factorio.com/viewtopic.php?p=684822).

Setting the field "energy_source" of the base game's heat-exchanger entity like this :

{
type = "fluid",
fluid_usage_per_tick = 100,
fluid_box = {
filter = "steam",
volume = 1,
pipe_connections ...
by Puke
Thu Feb 26, 2026 7:16 am
Forum: Modding interface requests
Topic: Quality : Add inventory scaling to cargo pod
Replies: 0
Views: 312

Quality : Add inventory scaling to cargo pod

Hello !

I noticed a while ago that the inventory of cargo pods didn't scale with quality.
This is of course ireelevant in a vanilla scenario, but this could be leveraged in modding.
Right now the only way to scale the inventory size is by making multiple versions of the same cargo pod / do "quality ...
by Puke
Sun Feb 15, 2026 10:07 am
Forum: Modding interface requests
Topic: Add argument EntityWithQualityID to .create_cargo_pod()
Replies: 3
Views: 554

Re: Add argument EntityWithQualityID to .create_cargo_pod()

I tinkered a bit more with create_entity() and unfortunately, it really doesn't match what create_cargo_pod() does.

Here is the current situation :
- A hatch prototype can only send one type of unit. (This makes sense, I'm not discussing this point).
- A cargo bay can have multiple hatches ...
by Puke
Sun Feb 08, 2026 11:03 pm
Forum: Modding interface requests
Topic: Add argument EntityWithQualityID to .create_cargo_pod()
Replies: 3
Views: 554

Re: Add argument EntityWithQualityID to .create_cargo_pod()

I tried that, but it doesn't look like the cargo pod created with create_entity() behaves like the one created with create_cargo_pod(),
it doesn't belong to a hatch (therefore, doesn't play its animation nor does it occupy the hatch).
Create_cargo_pod() seems like a helper that does several things ...
by Puke
Sun Feb 08, 2026 9:31 pm
Forum: Modding interface requests
Topic: Add argument EntityWithQualityID to .create_cargo_pod()
Replies: 3
Views: 554

Add argument EntityWithQualityID to .create_cargo_pod()

Hello !

The method LuaEntity.create_cargo_pod() :
https://lua-api.factorio.com/2.0.73/classes/LuaEntity.html#create_cargo_pod
https://lua-api.factorio.com/2.0.73/classes/LuaCargoHatch.html#create_cargo_pod

Does not allow to specify which pod.
However, we are already capable of making modded cargo ...
by Puke
Wed Aug 13, 2025 10:28 am
Forum: Modding interface requests
Topic: More detailed access to the logistic networks between surfaces
Replies: 0
Views: 385

More detailed access to the logistic networks between surfaces

Hello there !

The logistics between planets and platforms is nice. It would be great if we had more access to it, be it read, and/or write.

Overall goal :
-- An option to allow a surface to "subscribe" to a logistic network (like when a platform enters an orbit, and it "subscribes" to this ...
by Puke
Wed Aug 13, 2025 8:56 am
Forum: Implemented mod requests
Topic: List of Space Platforms orbiting a given planet
Replies: 2
Views: 740

Re: List of Space Platforms orbiting a given planet

Noice ! This is going to make P2P Automation so much easier from now on.
by Puke
Wed Apr 30, 2025 1:04 pm
Forum: Modding interface requests
Topic: Hide "circuit connection" side gui
Replies: 5
Views: 1109

Re: Hide "circuit connection" side gui

I'm gonna play the devil's advocate here, as someone who also mods guis attached to the right and has the same issue :

You can hide the circuit connection window by clicking its widget.
Sure, when it's opened, it doesn't look great. But you still can, currently, hide this window.
So the question ...
by Puke
Sat Apr 26, 2025 1:37 pm
Forum: Modding interface requests
Topic: Add flexibility for SpacePlatformHub
Replies: 2
Views: 771

Add flexibility for SpacePlatformHub

Hello !

I have been tinkering with the SpacePlatformHubPrototype to make custom types of space platforms, and it would be very nice to be able to, notably, disable the logistics part of the hub, while keeping the ability to schedule travel with stations, OR the other way around (disable the ...
by Puke
Mon Mar 17, 2025 12:29 pm
Forum: Implemented mod requests
Topic: SpoilToTriggerResult : Trigger once per stack option
Replies: 4
Views: 1536

SpoilToTriggerResult : Trigger once per stack option

Hello !
Currently, SpoilToTriggerResult has a key "items_per_trigger" that allows us to define (if my understanding is correct) to trigger the script only if there is the required amount of items in the stack.

However, if we want to set this value to 1, meaning only one item is needed to trigger ...
by Puke
Mon Mar 03, 2025 9:04 am
Forum: Translations
Topic: Spelling error in migration screen
Replies: 3
Views: 1842

Re: Spelling error in migration screen

Well it's true. "equipment" is an uncountable noun.
I learned something today.
by Puke
Sun Mar 02, 2025 12:35 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.37] setting Labs trash_inventory_size deletes the trash inventory
Replies: 2
Views: 1491

Re: [boskid][2.0.37] setting Labs trash_inventory_size deletes the trash inventory

Nice ! Thanks !

By the way, that raises another question : is it normal that the vanilla behavior is that, if you don't set the trash_inventory_size, it won't grow above 1 slot ?
by Puke
Sun Mar 02, 2025 11:30 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.37] setting Labs trash_inventory_size deletes the trash inventory
Replies: 2
Views: 1491

[boskid][2.0.37] setting Labs trash_inventory_size deletes the trash inventory

Hello there !
It's me again, your friendly inventories bug finder :D

First, I thank you for fixing the trash inventory size setup for assembling machines : I tested it and it works fine.
However it seems to be broken for labs.

By default, the labs create a trash inventory when an item spoils ...
by Puke
Wed Feb 12, 2025 6:01 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.34] spoil_to_trigger events not fired inside a cargo pod
Replies: 2
Views: 3254

[Rseding91] [2.0.34] spoil_to_trigger events not fired inside a cargo pod

Hello,
When an item with a spoil to trigger result spoils while being inside a pod (tested with dropping a cargo pod from a platform), it looks like the event isn't fired.

I tested it with a breakpoint.
The event is fired when the item spoils while awaiting to be dropped by the platform (inside the ...

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