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
Search found 397 matches
- Thu Jul 02, 2026 1:18 am
- Forum: Ideas and Suggestions
- Topic: Place surface conditions
- Replies: 1
- Views: 52
- 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.
So we will have to wait and see.
Thanks.
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
Even when I wouldnt use it much, this would be a game changer.
- Thu Jun 19, 2025 2:52 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 53
- Views: 10894
- 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
Like shown in the gif, the 1x1 loader and the lane balancer are both getting overwritten, while they shouldnt.
- 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.
And it doesnt affect all ghosts, only some.
- 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 ...
- 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
it would also be awesome if we could clear all the records & interrupts with one command.
Greetz,
Luzifer
- 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
it would be awesome if we could give the add_record option a index at which it should insert.
Greetz,
Luzifer
- 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 ...
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 ...
- 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.
Sry.
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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: Vertical rotated:
Horizontal rotated: Vertical rotated:
- 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 ...
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 ...
- 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
Ah I didnt know that.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.
Here you go.
- 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