Search found 451 matches
- Mon May 12, 2025 12:01 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 6
- Views: 1834
Re: Version 2.0.48
If you want to play with the new valve prototypes then check out the Valves mod ! It now uses the new prototypes provided by the game engine. Additionally it allows you to easily configure the threshold in-game for every valve you place (based on some default settings), whereas the vanilla valves ...
- Fri May 09, 2025 2:44 pm
- Forum: Duplicates
- Topic: [2.0.47] Tooltip showing wrong with mod owners and scrollbar
- Replies: 1
- Views: 68
[2.0.47] Tooltip showing wrong with mod owners and scrollbar
What
The tooltip in this instance does not show correctly when the "Show mod owners in tooltips" is selected.
It seems to show up when the new scroll bar appears. It happened on my screen due to 125% interface, but also reproducable on 100% interface scale if I make the window smaller. If make ...
The tooltip in this instance does not show correctly when the "Show mod owners in tooltips" is selected.
It seems to show up when the new scroll bar appears. It happened on my screen due to 125% interface, but also reproducable on 100% interface scale if I make the window smaller. If make ...
- Thu May 01, 2025 7:07 am
- Forum: Modding interface requests
- Topic: Reduce overhead of LuaEntity::get_signals with parameter if_modified_since
- Replies: 2
- Views: 177
- Sat Apr 26, 2025 1:58 pm
- Forum: Modding interface requests
- Topic: Add flexibility for SpacePlatformHub
- Replies: 2
- Views: 152
Re: Add flexibility for SpacePlatformHub
+1
Would be nice if it's extended to the Landing Pad too. I would make a mod to disable logistcs of the landing pads. I don't like using bots moving bulk items for sciences, etc, but the landing pad being always connected makes this a little tricky.
Would be nice if it's extended to the Landing Pad too. I would make a mod to disable logistcs of the landing pads. I don't like using bots moving bulk items for sciences, etc, but the landing pad being always connected makes this a little tricky.
- Mon Apr 21, 2025 7:10 pm
- Forum: Modding interface requests
- Topic: Expand ConfigurationChangedData with migrated prototype names
- Replies: 0
- Views: 108
Expand ConfigurationChangedData with migrated prototype names
What
Expand ConfigurationChangedData with a table containing any prototype migrations that occured due to the json migrations.
Why
This is to support mods that need to save prototype names in `storage` that would need to be migrated. Especially for, things like SignalID . There's no way to ...
Expand ConfigurationChangedData with a table containing any prototype migrations that occured due to the json migrations.
Why
This is to support mods that need to save prototype names in `storage` that would need to be migrated. Especially for, things like SignalID . There's no way to ...
- Fri Apr 18, 2025 7:40 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 36
- Views: 3404
Re: Request: Move recycling recipe generation to data-final-fixes
I want to +1 this Won't Implement so that it might be reconsidered for 2.1 whenever it releases.
Ideally the recipe generation should occur where it's most useful for the developers and for most modders. I think for the the developers it doesn't make much of a difference, but for most modders it ...
Ideally the recipe generation should occur where it's most useful for the developers and for most modders. I think for the the developers it doesn't make much of a difference, but for most modders it ...
- Mon Apr 07, 2025 6:43 pm
- Forum: Releases
- Topic: Version 2.0.44
- Replies: 15
- Views: 9177
Re: Version 2.0.44
Thanks!The remote view controller now supports enabling and disabling flashlight.

- Sat Mar 22, 2025 6:08 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] CombinatorPrototype::*_light runtime crash with ommitted optional properties
- Replies: 1
- Views: 960
[boskid][2.0.42] CombinatorPrototype::*_light runtime crash with ommitted optional properties
What
All combinators prototypes have optional lights that can be defined. If you don't define them in your prototype then the game loads fine as you would expect. Placing these combinators are also fine, but as soon as there's activity it causes a crash.
C:\Users\build\AppData\Local\Temp ...
All combinators prototypes have optional lights that can be defined. If you don't define them in your prototype then the game loads fine as you would expect. Placing these combinators are also fine, but as soon as there's activity it causes a crash.
C:\Users\build\AppData\Local\Temp ...
- Tue Mar 04, 2025 1:35 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::zoom very limited compared to 1.1
- Replies: 14
- Views: 2259
Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
+1
Additionally, could the `chart_mode_cutoff` also be configurable with this new API? Meaning the zoom level at which the chart is drawn. This is currently only possible with the Cutscene Controller.
Additionally, could the `chart_mode_cutoff` also be configurable with this new API? Meaning the zoom level at which the chart is drawn. This is currently only possible with the Cutscene Controller.
- Sun Mar 02, 2025 1:51 pm
- Forum: Implemented mod requests
- Topic: Set default runtime tint during datastage for spider-vehicle
- Replies: 1
- Views: 753
Re: Set default runtime tint during datastage for spider-vehicle
Implemented for the next release.
- Mon Feb 24, 2025 9:51 am
- Forum: Resolved Requests
- Topic: remove the auxilary migrations example
- Replies: 9
- Views: 1343
Re: remove the auxilary migrations example
I agree with Quezler. Ideally the example code should be changed to something that might not confuse new modders.
- Mon Feb 24, 2025 9:03 am
- Forum: Resolved Requests
- Topic: remove the auxilary migrations example
- Replies: 9
- Views: 1343
Re: remove the auxilary migrations example
Also, weren't lua migrations removed or something? idk (https://discord.com/channels/1214952937613295676/1221827496006389891/1296877775910604892)
That's something else. Early in the 2.0 beta it was possible to add lua snippets to the json migration file to replace entities smartly. And for ...
- Sun Feb 23, 2025 10:44 am
- Forum: Modding help
- Topic: [2.0] Map and zoom functionality
- Replies: 3
- Views: 744
Re: [2.0] Map and zoom functionality
You can go into remote view and back by setting the player controller.
Related to zoom: viewtopic.php?p=662115#p662115
Related to zoom: viewtopic.php?p=662115#p662115
- Thu Feb 20, 2025 6:02 am
- Forum: Implemented mod requests
- Topic: [invalid] Some validation in normalize_recipe_product() ?
- Replies: 8
- Views: 598
- Tue Feb 18, 2025 6:19 am
- Forum: Duplicates
- Topic: [2.0.28] Crash flipping blueprint "flipResult.direction != Direction::None was not true"
- Replies: 3
- Views: 370
Re: [2.0.28] Crash flipping blueprint "flipResult.direction != Direction::None was not true"
This has been fixed for the next release. See the linked thread.
- Fri Jan 31, 2025 8:24 am
- Forum: Technical Help
- Topic: Unable to play Space Exploration + Krastorio 2 together
- Replies: 5
- Views: 1440
Re: Unable to play Space Exploration + Krastorio 2 together
I beat Space Age, but wanted more Factorio. Tried several mods like Seablock and Pyanodon, but they are rather advanced. I pretty much have one playthrough of vanilla, and one playthrough of Space Age.
In this case I recommend to forget about SE until it will be ready for 2.0 and you will ...
- Wed Jan 29, 2025 7:33 am
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 10540
Re: Version 2.0.33
Adding the files won't break anything, so you can do thatflamefield wrote: Wed Jan 29, 2025 6:00 am The 2.0.33 version seems to have deleted many texture files. Currently, there are many mods that cannot find texture files and report errors. Will pasting the missing old version texture files into the 2.0.33 version have any impact?

- Tue Jan 28, 2025 3:50 pm
- Forum: Technical Help
- Topic: [2.0.32] Need help with UPS
- Replies: 5
- Views: 486
Re: [2.0.32] Need help with UPS
Looks like your base is just big. There's a lot of time spent updating entities, especially demolishers, but if you update to 2.0.33 that will be better. Projectiles are also unusually high with very high spikes. That could be created by a mod, maybe Ceres? Try removing that one and seeing how it ...
- Tue Jan 28, 2025 2:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None
- Replies: 7
- Views: 2532
Re: [2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None
For reference, another report: 126302
- Tue Jan 28, 2025 2:52 pm
- Forum: Pending
- Topic: [2.0.32] Crash when flipping blueprint
- Replies: 4
- Views: 464
Re: [2.0.32] Crash when flipping blueprint
Could you also provide a savefile where you observed this? Provided info was not suffiscient for reproduction.
Lou for a breaking unit test you can just create a new entity based on a pump, and change the pipe connections to
pipe_connections =
{
{ connection_type = "linked", flow_direction ...