Search found 397 matches

by LuziferSenpai
Thu Jul 02, 2026 1:18 am
Forum: Ideas and Suggestions
Topic: Place surface conditions
Replies: 1
Views: 52

Place surface conditions

We currently have the Crafting surface conditions, but no way to see where a entity is limited to in terms of beeing placed.

So I propose that there should be the same thing as for Crafting surface conditions, but now only for the placing of entities.

Greetz,

Luzifer
by LuziferSenpai
Tue Jun 23, 2026 4:07 pm
Forum: Minor issues
Topic: [2.1.7] Cant go Windowed Borderless on Windows
Replies: 3
Views: 265

Re: [2.1.7] Cant go Windowed Borderless on Windows

Seems to be a known issue and is on the Milestones for 3.x.

So we will have to wait and see.

Thanks.
by LuziferSenpai
Tue Jun 23, 2026 2:46 pm
Forum: Minor issues
Topic: [2.1.7] Cant go Windowed Borderless on Windows
Replies: 3
Views: 265

[2.1.7] Cant go Windowed Borderless on Windows

Before 2.1, I could easily force the window to go into Windowed Borderless`, but now I need to enable fullscreen and then force it down to 2k.

This is needed for people who play on a not 19:6 screen and dont want the 21:9 or 32:9 experience.

I use Windowed Borderless Gaming for all my games and ...
by LuziferSenpai
Sat Oct 25, 2025 8:44 am
Forum: Mod portal Discussion
Topic: [API Request] Add tags to /api/mods/{name}
Replies: 1
Views: 884

[API Request] Add tags to /api/mods/{name}

Hey, it would be nice if we could get the tags with pulling /api/mods/{name} and /api/mods?nameliste={name},{name},{name} .

It would make pulling alot of mods at once easier.

This is also the only information missing from the overview, like seen in this picture.
10-25-2025, 10-43-15.png

Because ...
by LuziferSenpai
Fri Jun 20, 2025 10:35 am
Forum: Ideas and Suggestions
Topic: Blueprint parameter formula - Access to relative & absolute coordinates
Replies: 2
Views: 996

Re: Blueprint parameter formula - Access to relative & absolute coordinates

+1

Even when I wouldnt use it much, this would be a game changer.
by LuziferSenpai
Thu Jun 19, 2025 2:52 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 53
Views: 10894

Re: QualityPrototype extended

Would this also be here correct?

viewtopic.php?t=115984
by LuziferSenpai
Thu May 15, 2025 11:13 pm
Forum: Assigned
Topic: [kovarex] [2.0.49] Smart Belt Dragging ignores 1x1 belt related entities
Replies: 0
Views: 694

[kovarex] [2.0.49] Smart Belt Dragging ignores 1x1 belt related entities

showcase-ezgif.com-resize1.gif
showcase-ezgif.com-resize1.gif (8.58 MiB) Viewed 694 times
Like shown in the gif, the 1x1 loader and the lane balancer are both getting overwritten, while they shouldnt.
by LuziferSenpai
Thu Apr 10, 2025 11:58 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91][2.0.16] Placing corner walls removes some adjacent ghosts
Replies: 2
Views: 2793

Re: [Lou][2.0.16] Placing corner walls removes some adjacent ghosts

This doesnt happen with wall ghosts, so its probably something with the connecting of walls.
And it doesnt affect all ghosts, only some.
by LuziferSenpai
Thu Feb 27, 2025 12:34 pm
Forum: Implemented mod requests
Topic: LuaSchedule API
Replies: 2
Views: 805

Re: LuaSchedule API


Thank you for adding this to Factorio!

A few comments:

- LuaSchedule::add_record should either return the index at which the record was inserted *or* have a parameter that allows defining where the record goes in the schedule. Currently I do

schedule.add_record { ... }
local index = schedule ...
by LuziferSenpai
Thu Feb 27, 2025 2:19 am
Forum: Implemented mod requests
Topic: LuaSchedule::clear_records/clear_interrupts
Replies: 1
Views: 582

LuaSchedule::clear_records/clear_interrupts

Hey,

it would also be awesome if we could clear all the records & interrupts with one command.

Greetz,

Luzifer
by LuziferSenpai
Thu Feb 27, 2025 1:51 am
Forum: Implemented mod requests
Topic: LuaSchedule::add_record insert index
Replies: 1
Views: 564

LuaSchedule::add_record insert index

Hey,

it would be awesome if we could give the add_record option a index at which it should insert.

Greetz,

Luzifer
by LuziferSenpai
Thu Feb 27, 2025 1:46 am
Forum: Implemented mod requests
Topic: Extend LuaSchedule with bulk operations
Replies: 1
Views: 556

Extend LuaSchedule with bulk operations

Hey,

I love the LuaSchedule, but I'm mussing bulk operations a bit.

So what I would want to have is:

get_interrupts
returns a array/table of all the interrupts
add_interrupts
lets you add all the interrupts inside a array/table at once


For now I only have these two, but there could be ...
by LuziferSenpai
Thu Feb 20, 2025 4:47 pm
Forum: Not a bug
Topic: [2.0.28] IconData default size depends on other IconData objects in the array
Replies: 12
Views: 2667

Re: [2.0.28] IconData default size depends on other IconData objects in the array

Okay, after boskid's comment I now understand I made a error myself.
Sry.
by LuziferSenpai
Thu Feb 20, 2025 4:41 pm
Forum: Not a bug
Topic: [2.0.28] IconData default size depends on other IconData objects in the array
Replies: 12
Views: 2667

Re: [2.0.28] IconData default size depends on other IconData objects in the array


You're melding the existing icon definition of:

icons =
{
{
icon = "__graphic_test_mod__/advisor256.png",
icon_size = 256,
}
}

With a new icon definition that starts as:

icons = {
{
icon = modName .. "/graphics/64x64-empty.png"
}
}

Melding those two tables will result in:

icons ...
by LuziferSenpai
Thu Feb 20, 2025 3:09 pm
Forum: Not a bug
Topic: [2.0.28] IconData default size depends on other IconData objects in the array
Replies: 12
Views: 2667

Re: [2.0.28] IconData default size depends on other IconData objects in the array



That is not correct. Those numbers are the expected icon size. The expected size affects some things about icons (such as scale), but icon_size itself defaults to 64 even for those prototypes. This is documented here: https://lua-api.factorio.com/latest/types/IconData.html


Right, I missed ...
by LuziferSenpai
Wed Jan 08, 2025 2:06 am
Forum: Ideas and Suggestions
Topic: Add Vehicle Braking Force for cryogenic science
Replies: 1
Views: 637

Add Vehicle Braking Force for cryogenic science

Hey, it would be awesome if we could get a infinite vehicle braking force research after getting cryogenic science pack.

What it would do is the same as the braking force for trains BUT also do it for vehicles, like the tank and car.

With quality fuel, braking a tank is like doing 10 rounds or ...
by LuziferSenpai
Mon Jan 06, 2025 11:05 pm
Forum: Minor issues
Topic: [2.0.29] Quality icon on cargo & fluid wagon besides selection corner instead on top of it
Replies: 3
Views: 1310

Re: [2.0.29] Quality icon on cargo & fluid wagon besides selection corner instead on top of it

After a bit more testing, any rotating of the cargo wagon results in a different position for the quality icon, but not once on the selecion corner.

Horizontal rotated:
01-07-2025, 00-07-40.png
01-07-2025, 00-07-40.png (151.74 KiB) Viewed 1300 times
Vertical rotated:
01-07-2025, 00-07-51.png
01-07-2025, 00-07-51.png (172.41 KiB) Viewed 1300 times
by LuziferSenpai
Mon Jan 06, 2025 11:03 pm
Forum: Minor issues
Topic: [2.0.29] Quality icon on cargo & fluid wagon besides selection corner instead on top of it
Replies: 3
Views: 1310

[2.0.29] Quality icon on cargo & fluid wagon besides selection corner instead on top of it

Hey, when placing a quality cargo or fluid wagon horizontal instead of vertical, the quality icon doesnt get adjusted correctly.

Vertical:
01-07-2025, 00-02-07.png

Horizontal:
01-07-2025, 00-02-30.png

I expect it to place the quality icon bottom left on the selection corner, not top left ...
by LuziferSenpai
Sun Dec 22, 2024 9:27 pm
Forum: Not a bug
Topic: [2.0.28] IconData default size depends on other IconData objects in the array
Replies: 12
Views: 2667

Re: [2.0.28] IconData default size depends on other IconData objects in the array

raiguard wrote: Sun Dec 22, 2024 8:56 pm When posting to the forums, always post the full log. We have some tooling that allows us to sync mods from a log file.
Ah I didnt know that.
Here you go.
factorio-current.log
(12.61 KiB) Downloaded 194 times
by LuziferSenpai
Fri Dec 20, 2024 10:08 pm
Forum: Not a bug
Topic: [2.0.28] IconData default size depends on other IconData objects in the array
Replies: 12
Views: 2667

Re: [2.0.28] Parallel sprite loading failed / IconData default size depends on other IconData objects in the array

Loewchen wrote: Fri Dec 20, 2024 9:04 pm Post the complete log please, see 3638.
raiguard told me to post it and he was fine with the message above.

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