Search found 406 matches

by LuziferSenpai
Wed Sep 23, 2026 5:03 pm
Forum: Modding interface requests
Topic: LuaBurner::current_usage
Replies: 2
Views: 247

Re: LuaBurner::current_usage

That is sad to hear.
And there is probably no way to set the value that got generated to a fixed value.
by LuziferSenpai
Tue Sep 22, 2026 5:55 pm
Forum: Modding interface requests
Topic: LuaBurner::current_usage
Replies: 2
Views: 247

LuaBurner::current_usage

It would be very awesome, if the burner would expose the current_usage.

Currently we would need to do some math to get that number:
--[[
Current fuel consumption of a train's locomotives.

Math (Factorio wiki, "Locomotive" → Speed calculations), per tick:

v1 = max(0, |v| - friction / weight ...
by LuziferSenpai
Tue Sep 22, 2026 5:08 pm
Forum: Documentation Improvement Requests
Topic: Explain which energy type is used in runtime
Replies: 2
Views: 183

Re: Explain which energy type is used in runtime

Could the docs then be extended, for when Energy usage/production is written somewhere, it links to https://lua-api.factorio.com/latest/types/Energy.html ?
by LuziferSenpai
Tue Sep 22, 2026 4:47 pm
Forum: Documentation Improvement Requests
Topic: Explain which energy type is used in runtime
Replies: 2
Views: 183

Explain which energy type is used in runtime

In Prototype stage we can chooce between Watt and Joules, but in Runtime there is no info anywhere which energy type is used.

For example:
https://lua-api.factorio.com/latest/classes/LuaBurner.html#remaining_burning_fuel What type of energy is left? Is it watts or joules?
https://lua-api.factorio ...
by LuziferSenpai
Sat Sep 12, 2026 10:12 am
Forum: Railway Setups
Topic: [RHD] Space Age Grid Rail Blueprints
Replies: 4
Views: 47757

Re: [RHD] Space Age Grid Rail Blueprints

I reworked the Book alot.

Added alot of new 4 way stuff, new junctions etc.

Renamed alot of books/blueprints.
by LuziferSenpai
Mon Jul 27, 2026 4:58 pm
Forum: Already exists
Topic: Add a itemPerSlotModifier to ContainerPrototype
Replies: 1
Views: 253

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: 257

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: 278

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: 322

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: 322

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: 493

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: 493

[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 16:9 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: 1041

[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: 1173

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: 13465

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: 794

[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 794 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: 3027

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: 930

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: 674

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: 651

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

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