This is a cool idea! A little tricky to implement though because the way electricity works is not very moddable through the API.
I did write this article a while ago that includes some older mods that did similar things. Some info is a little outdated due to 2.0 release, but most of it is still ...
Search found 478 matches
- Wed Nov 05, 2025 7:12 am
- Forum: Ideas and Requests For Mods
- Topic: "Realistic electrical distribution"
- Replies: 6
- Views: 498
- Thu Oct 30, 2025 10:48 am
- Forum: Modding interface requests
- Topic: Add a way to prevent the player from leaving the remote controller
- Replies: 2
- Views: 180
Re: Add a way to prevent the player from leaving the remote controller
Ah, wait, if you press escape then it goes to character controller, and then you put it back in remote view, so have to press escape again... I see 
- Thu Oct 30, 2025 8:25 am
- Forum: Modding interface requests
- Topic: Add parameterization support to ghost build events
- Replies: 0
- Views: 113
Add parameterization support to ghost build events
What
Add a field to ghost build events to gives a mapping between parameters and the signals they need to replaced with. Something like
parameters : dictionary[SignalID → SignalID] : mapping from parameter signal to signal it was replaced with
Will probably be needed for the events: on ...
Add a field to ghost build events to gives a mapping between parameters and the signals they need to replaced with. Something like
parameters : dictionary[SignalID → SignalID] : mapping from parameter signal to signal it was replaced with
Will probably be needed for the events: on ...
- Thu Oct 30, 2025 8:06 am
- Forum: Modding interface requests
- Topic: Add a way to prevent the player from leaving the remote controller
- Replies: 2
- Views: 180
Re: [2.0.69] Add a way to prevent the player from leaving the remote controller
I could set the controller back to the remote view in an event handler, but I'm sure the player would not be able to access the game menu.
What do you mean with this? I'm quite sure if you listen to on_player_controller_changed and set it back to remote view if the player left it that it will ...
- Mon Oct 27, 2025 4:47 pm
- Forum: Implemented mod requests
- Topic: LuaAPI: player.open_map allow to follow entity
- Replies: 9
- Views: 2547
Re: LuaAPI: player.open_map allow to follow entity
For anyone looking for this in Factorio 2.0+, it's now done using https://lua-api.factorio.com/latest/cla ... ntity.html
- Thu Oct 23, 2025 7:19 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1353
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Ah I see. In that case I would strongly prefer it being a required field, and not have a default value. For the same reason of keeping it simple. It's an very easy migration for old mods, and very easy for new modders to learn. If they don't add the property the game will error and tell them exactly ...
- Thu Oct 23, 2025 6:55 am
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1353
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Option B for sure. I think keeping it simple is easier to understand than a gotcha moment where modders didn't know `additionional_categories` existed.
Sure, new modders might miss that property the first time. But it will be one of the many other properties that new modders will miss while ...
Sure, new modders might miss that property the first time. But it will be one of the many other properties that new modders will miss while ...
- Tue Oct 21, 2025 5:01 am
- Forum: Modding interface requests
- Topic: Add flow_scaling to ValvePrototype as well
- Replies: 2
- Views: 208
- Mon Oct 20, 2025 6:41 am
- Forum: Modding interface requests
- Topic: custom per-gui element tooltip for minimap
- Replies: 2
- Views: 221
- Sun Oct 19, 2025 11:20 am
- Forum: Modding interface requests
- Topic: LuaEntity::register_on_signal_changed
- Replies: 2
- Views: 307
LuaEntity::register_on_signal_changed
TL;DR
Add a way to register an a specific entity (or it's control behaviour) to raise an event when the signal input changes (and optionally passes some conditions ). Similar to how register_on_object_destroyed works. Something like:
---Lua psuodo declaration of function to register a specific ...
Add a way to register an a specific entity (or it's control behaviour) to raise an event when the signal input changes (and optionally passes some conditions ). Similar to how register_on_object_destroyed works. Something like:
---Lua psuodo declaration of function to register a specific ...
- Wed Aug 20, 2025 8:13 am
- Forum: Modding interface requests
- Topic: Allow editing Factoriopedia visibility at runtime
- Replies: 9
- Views: 1095
Re: Allow editing Factoriopedia visibility at runtime
Alternative approach which would also be great: 116359
- Sat Jun 28, 2025 9:24 pm
- Forum: Bug Reports
- Topic: [2.0.58] Turret with turret_base_has_direction=false loses direction sometimes in blueprints
- Replies: 0
- Views: 533
[2.0.58] Turret with turret_base_has_direction=false loses direction sometimes in blueprints
What
If you have a turret with turret_base_has_direction=false then the turret assumes that it doesn't support direction. This means the direction is (sometimes?) not saved in blueprints which causes weird behaviour where (sometimes) the turret looses direction.
Reproduction
This came up with ...
If you have a turret with turret_base_has_direction=false then the turret assumes that it doesn't support direction. This means the direction is (sometimes?) not saved in blueprints which causes weird behaviour where (sometimes) the turret looses direction.
Reproduction
This came up with ...
- Sat Jun 28, 2025 5:56 pm
- Forum: Modding interface requests
- Topic: Adding "bonus" properties to LuaRecipe
- Replies: 3
- Views: 708
- Sat Jun 28, 2025 5:47 pm
- Forum: Modding interface requests
- Topic: Adding "bonus" properties to LuaRecipe
- Replies: 3
- Views: 708
Re: Adding "bonus" properties to LuaRecipe
+1 This would be useful for space exploration too. Even if its similar rto ProductivityBonus Tech Effect.
- Wed Jun 25, 2025 6:31 am
- Forum: Ideas and Suggestions
- Topic: Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
- Replies: 7
- Views: 1192
Re: Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
+1 This has happened to me too many times
- Wed Jun 11, 2025 8:06 pm
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 4870
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Thanks for responding Lou!
Most likely yes, but it has lower priority than bugfixes - so please create a feature request post so it is not forgotten.
Created a request: https://forums.factorio.com/viewtopic.php?p=674301#p674301
That's a bit more problematic both technically and design-wise ...
Most likely yes, but it has lower priority than bugfixes - so please create a feature request post so it is not forgotten.
Created a request: https://forums.factorio.com/viewtopic.php?p=674301#p674301
That's a bit more problematic both technically and design-wise ...
- Wed Jun 11, 2025 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Guess cover tile to use when no cover tile is set yet
- Replies: 1
- Views: 595
Guess cover tile to use when no cover tile is set yet
Created as suggested by Lou: https://forums.factorio.com/viewtopic.php?p=674092#p674092
Currently force building will fail on non-buildable tiles if you haven't placed a cover tile before on that specific non-buildable tile. This means that you need to first manually place a cover tile on every ...
Currently force building will fail on non-buildable tiles if you haven't placed a cover tile before on that specific non-buildable tile. This means that you need to first manually place a cover tile on every ...
- Wed Jun 11, 2025 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Store cover tile per player per surface per force
- Replies: 0
- Views: 463
Store cover tile per player per surface per force
Created as suggested by Lou: https://forums.factorio.com/viewtopic.php?p=674091#p674091
Currently the default cover tile that's used for force building is stored per force, and not per player. This can create very annoying situations in multiplayer where while you're purpousfully using a specific ...
Currently the default cover tile that's used for force building is stored per force, and not per player. This can create very annoying situations in multiplayer where while you're purpousfully using a specific ...
- Mon Jun 09, 2025 11:52 am
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 4870
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
The non-default covers are saved per-tile. In the "not-works" save, you paved over (some) natural ice, but not over ice-platfrom, that's why the autofill failed
In this case, could it not take a guess and take the first coverable tile instead of failing? Just like when you pipette some ores it ...
- Thu Jun 05, 2025 7:28 pm
- Forum: Not a bug
- Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
- Replies: 15
- Views: 4870
Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
To mitigate this issue, the game substitutes the last used cover tile as a proxy for default tile cover for the covered tile (per surface per force).
Could this be adjusted to be per player per surface per force? We are running into this in our Space Exploration closed-testing where players ...