Search found 478 matches

by Stringweasel
Wed Nov 05, 2025 7:12 am
Forum: Ideas and Requests For Mods
Topic: "Realistic electrical distribution"
Replies: 6
Views: 497

Re: "Realistic electrical distribution"

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 Some info is a little outdated due to 2.0 release, but most of it is still ...
by Stringweasel
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: 177

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 :D
by Stringweasel
Thu Oct 30, 2025 8:25 am
Forum: Modding interface requests
Topic: Add parameterization support to ghost build events
Replies: 0
Views: 111

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 ...
by Stringweasel
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: 177

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 ...
by Stringweasel
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
by Stringweasel
Thu Oct 23, 2025 7:19 am
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 1348

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 ...
by Stringweasel
Thu Oct 23, 2025 6:55 am
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 1348

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 ...
by Stringweasel
Tue Oct 21, 2025 5:01 am
Forum: Modding interface requests
Topic: Add flow_scaling to ValvePrototype as well
Replies: 2
Views: 207

Re: Add flow_scaling to ValvePrototype as well

Have you tried ValvePrototype::flow_rate?

Edit: scratch that, that's something else
by Stringweasel
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 ...
by Stringweasel
Wed Aug 20, 2025 8:13 am
Forum: Modding interface requests
Topic: Allow editing Factoriopedia visibility at runtime
Replies: 9
Views: 1094

Re: Allow editing Factoriopedia visibility at runtime

Alternative approach which would also be great: 116359
by Stringweasel
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 ...
by Stringweasel
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.
by Stringweasel
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: 4869

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 ...
by Stringweasel
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 ...
by Stringweasel
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 ...
by Stringweasel
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: 4869

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 ...
by Stringweasel
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: 4869

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 ...

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