+1
Having any way to prevent the vanilla starmap from being opened would be nice.
Search found 26 matches
- Mon May 18, 2026 8:14 am
- Forum: Modding interface requests
- Topic: Event for starmap opened
- Replies: 3
- Views: 505
- 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 ...
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 ...
- 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 ...
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 ...
- Mon Mar 02, 2026 9:45 am
- Forum: Modding interface requests
- Topic: Boiler prototype, output_fluid_box must be optional
- Replies: 5
- Views: 1405
Re: Boiler prototype, output_fluid_box must be optional
Thanks Bilka, will try this !
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- Mon Mar 17, 2025 2:22 pm
- Forum: Implemented mod requests
- Topic: SpoilToTriggerResult : Trigger once per stack option
- Replies: 4
- Views: 1536
- 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 ...
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 ...
- 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.
I learned something today.
- 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 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 ?
- 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 ...
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 ...
- 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 ...
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 ...