Search found 488 matches

by Stringweasel
Sun Jul 05, 2026 8:27 pm
Forum: Modding interface requests
Topic: Less strick clamping on simulation zoom
Replies: 0
Views: 45

Less strick clamping on simulation zoom

It seems that currently all simulations (tips-and-tricks, and menu-simulations) have their zooms capped. Meaning you cannot zoom out as far. I'm not sure what was the case in Factorio 2.0, but I remember in Factorio 1.1 there was seemingly no cap.

I assume the cap is in place for different reasons ...
by Stringweasel
Fri Jun 26, 2026 11:08 am
Forum: Ideas and Suggestions
Topic: Common circuit network option for all belts
Replies: 2
Views: 135

Re: Common circuit network option for all belts

+1

This would be awesome. Many times I've that this would be the intuitive behaviour, since the belts are all connected now.
by Stringweasel
Fri Jun 26, 2026 7:50 am
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 29
Views: 3938

Re: Experimental Biter expansion is kind of broken

Klonan wrote: Thu Jun 25, 2026 6:46 pm There is the hard limit, that they won't try to expand to a chunk with any player buildings
So some form of victory poles are still possible? :D You just need a lot more victory poles
by Stringweasel
Sun Jun 21, 2026 10:32 am
Forum: Ideas and Suggestions
Topic: make item ghosts that are "on route" more obvious
Replies: 2
Views: 196

Re: make item ghosts that are "on route" more obvious

+1

I can only tell they're on route if it's to a unscheduled one, cause then I can see the contrast difference.

An alternative solution would to have a extra tooltip field "Scheduled for build" or something. This is the better option IMO, since it's always clear.
by Stringweasel
Wed Jun 03, 2026 4:05 pm
Forum: Modding help
Topic: Attaching relative gui to train (locomotive) GUI
Replies: 1
Views: 225

Re: Attaching relative gui to train (locomotive) GUI

+1

This would be really useful for Space Exploration. Currently we need to place a floating GUI at the right pixel location, including accomodating for the schedule GUI being wider sometimes.
by Stringweasel
Tue Jun 02, 2026 8:24 pm
Forum: Gameplay Help
Topic: SE - Assigning train stops with the space elevator?
Replies: 2
Views: 567

Re: SE - Assigning train stops with the space elevator?

There should be a little window with a search bar next to the schedule window. Pretty sure there you can type the zone name, and it will show you all stops on that zone.
by Stringweasel
Tue May 19, 2026 11:49 am
Forum: Ideas and Suggestions
Topic: Control behavior GUIs: Clicking inactive elements should activate them, when possible
Replies: 6
Views: 1512

Re: Control behavior GUIs: Clicking inactive elements should activate them, when possible

+1

I've lost count about the amount of times I've clicked on an inserters filter only to realize it's not enabled yet.
by Stringweasel
Tue Jan 13, 2026 2:08 pm
Forum: Modding interface requests
Topic: [2.0] Non-consumption Inputs
Replies: 4
Views: 2315

Re: [2.0] Non-consumption Inputs

Can't you just reduce the amount of ingredients required? Basically, what's the difference between:

Code: Select all

{     inputs = { "catalyst" = 10, ignored_by_consumption=true},
      outputs = { "catalyst" = 5}  }
and

Code: Select all

{     inputs = { "catalyst" = 5},
      outputs = {  } }
by Stringweasel
Wed Nov 05, 2025 7:12 am
Forum: Ideas and Requests For Mods
Topic: "Realistic electrical distribution"
Replies: 7
Views: 1640

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: 585

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: 365

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: 585

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: 3958

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: 4684

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: 4684

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: 584

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: 3
Views: 920

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 ...

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