Search found 3870 matches

by Bilka
Thu Sep 17, 2026 3:05 pm
Forum: Implemented mod requests
Topic: Productivity_Max per building and per recipe
Replies: 1
Views: 2869

Re: Productivity_Max per building and per recipe

This was implemented via RecipePrototype::maximum_productivity and the limits on EffectReceiver on machines that can be affected by modules/beacons.
by Bilka
Thu Sep 17, 2026 2:43 pm
Forum: Bug Reports
Topic: [2.0.75] Train switches to automatic when bots attach artillery wagon
Replies: 9
Views: 1666

Re: [2.0.75] Train switches to automatic when bots attach artillery wagon


I looked into making the switch-to-auto only happen when built from a blueprint however this fails when it comes to fuel deliveries, since the fuel delivery finishing also switches to automatic.

If it's not built from a blueprint, it shouldn't have a fuel delivery. So this edgecase would only ...
by Bilka
Thu Sep 17, 2026 2:36 pm
Forum: Resolved for the next release
Topic: [Bilka] [2.1.17] libpng warnings: iCCP RGB profile on greyscale PNGs
Replies: 1
Views: 274

Re: [Bilka] [2.1.17] libpng warnings: iCCP RGB profile on greyscale PNGs

The command to strip only the icc profile is magick <file> +profile icc <file>. Thanks for the report, fixed for 2.1.20.
by Bilka
Thu Sep 17, 2026 11:48 am
Forum: Resolved Requests
Topic: Clarify description of LuaPlayer::spectator
Replies: 2
Views: 329

Re: Clarify description of LuaPlayer::spectator

LuaPlayer::spectator will be removed in 2.1.20.
by Bilka
Thu Sep 17, 2026 10:46 am
Forum: Bug Reports
Topic: [2.0.75] Train switches to automatic when bots attach artillery wagon
Replies: 9
Views: 1666

Re: [2.0.75] Train switches to automatic when bots attach artillery wagon

Since there is no dev response here, I am moving this back to bug reports. The fact that any ghost wagon connected to a train causes the train to just drive off when the wagon is revived is quite annoying for players, e.g. https://forums.factorio.com/134826. The train starts moving even when more of ...
by Bilka
Wed Sep 16, 2026 11:54 am
Forum: Modding help
Topic: Hiding demolisher segments?
Replies: 7
Views: 355

Re: Hiding demolisher segments?

I meant what Osmo said. Though I was thinking more to hide/remove the (entire) demolisher only during the burrowing, not the whole time. Since presumably you're making some kind of custom implementation for the burrowing anyway since demolishers can't do that.

I don't know your implementation, but ...
by Bilka
Mon Sep 14, 2026 2:50 pm
Forum: Resolved Requests
Topic: `get_blueprint_entity_tags` return type should be optional
Replies: 1
Views: 240

Re: `get_blueprint_entity_tags` return type should be optional

Thanks for the note, fixed the docs for the next release.
by Bilka
Mon Sep 14, 2026 2:38 pm
Forum: Already exists
Topic: Set mirroring on a foundry with no fluid recipe
Replies: 1
Views: 182

Re: Set mirroring on a foundry with no fluid recipe

From what I can test, /c game.player.surface.create_entity{name="foundry", mirror=true, force="player", position={0,0}} produces a mirrored foundry.
by Bilka
Mon Sep 14, 2026 2:32 pm
Forum: Documentation Improvement Requests
Topic: Required Prototypes Auxillary Page
Replies: 3
Views: 302

Re: Required Prototypes Auxillary Page

[Merged into doc improvement request]
by Bilka
Mon Sep 14, 2026 2:31 pm
Forum: Resolved Requests
Topic: AssemblingMachinePrototype.gui_title_key
Replies: 1
Views: 155

Re: AssemblingMachinePrototype.gui_title_key

Thanks for the note, fixed for the next doc release.
by Bilka
Mon Sep 14, 2026 2:14 pm
Forum: Not a bug
Topic: [2.1.17] Quality Transfer Behavior Inconsistent depending on which signal is set to select from
Replies: 1
Views: 107

Re: [2.1.17] Quality Transfer Behavior Inconsistent depending on which signal is set to select from

It outputs the target signal with the specified quality and its original value . If no normal quality item is in the chest then the normal quality input signal has a value of 0, so the output signal also has a value of 0. You have to supply some value on the target signal if you want a non-zero ...
by Bilka
Mon Sep 14, 2026 2:02 pm
Forum: Modding help
Topic: Hiding demolisher segments?
Replies: 7
Views: 355

Re: Hiding demolisher segments?

For making fancy graphics/animations it seems more powerful to me to use simple entities or LuaRendering than trying to use the demolisher itself, since it's not really set up to do anything besides what it does in the base game.
by Bilka
Mon Sep 14, 2026 1:48 pm
Forum: Wiki Talk
Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
Replies: 27
Views: 13342

Re: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki

As I've been looking over pages, I've noticed some errors in the German translations (because that's a language I know) that look like they're from AI or machine translation (e.g. "Luftgestützte Artilleriegranaten sind auf der Karte sichtbar" from "Airborne artillery shells can be seen on the map ...
by Bilka
Mon Sep 14, 2026 1:12 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.17] Lamp color mapping (unexpected behaviour)
Replies: 5
Views: 534

Re: [2.1.17] Lamp color mapping (unexpected behaviour)

Thanks for the report, fixed for 2.1.18 (by changing the order in the GUI, circuit behaviour stays the same).
by Bilka
Mon Sep 07, 2026 6:14 pm
Forum: Modding help
Topic: Problems getting the Localized Names of Items
Replies: 2
Views: 172

Re: Problems getting the Localized Names of Items

The localised_name in this case is a LocalisedString so something like {"item-name.iron-plate"} . If you try to sort by that, it will sort by exactly that, not the string that's displayed in the GUI (like Iron plate in English or Eisenplatte in German). If you want to sort by the translated result ...
by Bilka
Sun Sep 06, 2026 7:57 am
Forum: Gameplay Help
Topic: ALT-scroll for big tooltips
Replies: 5
Views: 1616

Re: ALT-scroll for big tooltips

For dealing with recipe tooltips you can use Factoriopedia instead, alt + click on the recipe to access it.
by Bilka
Sun Sep 06, 2026 7:56 am
Forum: Technical Help
Topic: [2.0.77] Can't move the character with WASD
Replies: 4
Views: 619

Re: [2.0.77] Can't move the character with WASD

They already explained that the issue is 2.0 only and fixed in 2.1 (including 2.1.17). So there's not really anything to do here, since 2.1 fixes it.
by Bilka
Sat Sep 05, 2026 6:34 am
Forum: Technical Help
Topic: [2.1.17] Scenario Editor intermittently throttles at 30 UPS
Replies: 7
Views: 577

Re: [2.1.17] Scenario Editor intermittently throttles at 30 UPS

I have to ask, do you have VSync enabled or disabled and does this behavior change if you toggle it?
by Bilka
Fri Sep 04, 2026 5:53 pm
Forum: Resolved Requests
Topic: WaterTileEffectParameters improvement request
Replies: 3
Views: 316

Re: WaterTileEffectParameters improvement request

Thanks for pointing this out, added docs for 2.1.18:

Screenshot_20260904_195237.png

far_zoom:

If they are set to a tuple, the properties animation_scale, dark_threshold, reflection_threshold and specular_threshold are linearly interpolated between each of their two values based on the current ...
by Bilka
Thu Sep 03, 2026 6:29 am
Forum: Implemented mod requests
Topic: Add ability to read orphaned storage tables on load, enabling cleanly forking mods
Replies: 4
Views: 441

Re: Add ability to read orphaned storage tables on load, enabling cleanly forking mods

You can likely use the console with the mod prefix to migrate the storage table from one mod to the other( /c __old-mod__ storage gives you that mod's storage).

I highly doubt we're going to interfere with individual modder's decisions regarding what they do with their mods.

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