Search found 401 matches

by LuziferSenpai
Mon Jul 27, 2026 4:58 pm
Forum: Already exists
Topic: Add a itemPerSlotModifier to ContainerPrototype
Replies: 1
Views: 160

Add a itemPerSlotModifier to ContainerPrototype

Hey,

it would be awesome for bigger inventories to have the option to increase the items a single slot can slot.
So similiar to how the artilerry works, as it stores 100 shells, when the shell has a stack size of 1.

I would call it something like itemPerSlotModifier or slotMultiplier .

Greetz ...
by LuziferSenpai
Mon Jul 27, 2026 4:54 pm
Forum: Ideas and Suggestions
Topic: Space Platform Hub and Cargo Bay should increase item per slot multiplier with quality
Replies: 0
Views: 208

Space Platform Hub and Cargo Bay should increase item per slot multiplier with quality

I had a idea.

What if with higher quality, the Space Platform Hub and Cargo Bay increase the item that are storable in a single slot, based on quality?

It would properly reduce tps usage.

How I would do it:
Space Platform Hub
Per quality level you get one more modifier, so uncommon would be * 2 ...
by LuziferSenpai
Thu Jul 16, 2026 11:44 am
Forum: Ideas and Suggestions
Topic: Add ability to read needed research cycles
Replies: 2
Views: 210

Add ability to read needed research cycles

Hey, it would be nice to be able to read total needed research cycles from a lab.
As we already can read out how many science pack per cycle we need, it would be helpful also beeing able to read the cycles needed.

Greetz,

Luzifer
by LuziferSenpai
Mon Jul 06, 2026 2:21 pm
Forum: Ideas and Suggestions
Topic: Place surface conditions
Replies: 2
Views: 246

Re: Place surface conditions


There is the "Construction surface conditions". It's at the bottom of the tooltip when you mouseover the recipe. It's also at the bottom of the top info block in the factoriopedia.

E.g. the Biolab has this section, lists a pressure requirement, and says "Buildable on <icon for Nauvis>".

Do you ...
by LuziferSenpai
Thu Jul 02, 2026 1:18 am
Forum: Ideas and Suggestions
Topic: Place surface conditions
Replies: 2
Views: 246

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: 388

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: 388

[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: 977

[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: 1082

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: 12538

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: 739

[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 739 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: 2912

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: 867

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: 625

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: 614

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: 598

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: 2903

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: 2903

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: 2903

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: 700

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 ...

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