Search found 9 matches

by frenzied_coder
Mon Aug 24, 2026 3:11 pm
Forum: Implemented mod requests
Topic: Why can LuaHelpers.parse_map_exchange_string() not be used in the settings stage?
Replies: 6
Views: 1141

Re: Why can LuaHelpers.parse_map_exchange_string() not be used in the settings stage?

Using the reverse engineering effort here: https://github.com/rfvgyhn/factorio-exchange-string-parser , I was able to make my dreams come true! My program now allows the user to specify a map exchange string in a yaml configuration, then my python code queries it (checks for enemies enabled) and ...
by frenzied_coder
Mon Aug 24, 2026 3:09 pm
Forum: Modding interface requests
Topic: [2.1.14] research_trigger can't be used with multi-level technologies
Replies: 4
Views: 365

Re: [2.1.14] research_trigger can't be used with multi-level technologies

The workaround I went with was to make all "disabled" infinite techs require a single promethium science pack, which is never unlocked in the randomizer experience I designed. It works for now, but this is definitely worse than being able to truly disable the infinite techs.
by frenzied_coder
Mon Aug 10, 2026 4:46 am
Forum: Modding interface requests
Topic: [2.1.14] research_trigger can't be used with multi-level technologies
Replies: 4
Views: 365

Re: [2.1.14] research_trigger can't be used with multi-level technologies

Yep. I could make that work. It seems pretty clunky though.

What I want is for the technology to be unresearchable. For finite technologies, there's a trigger type specifically for that, `type="scripted"`. For infinite technologies, in order to make them unresearchable, I could configure them to be ...
by frenzied_coder
Sun Aug 09, 2026 10:32 pm
Forum: Modding interface requests
Topic: [2.1.14] research_trigger can't be used with multi-level technologies
Replies: 4
Views: 365

[2.1.14] research_trigger can't be used with multi-level technologies

I'm the author of the Archipelago mod for Factorio: Space Age (one of 4 different Archipelago randomizer projects for Factorio).

I'm trying to set the `research_trigger` of all the vanilla technologies to `type = "scripted"` to make them impossible to research directly. Instead various external ...
by frenzied_coder
Sat Aug 08, 2026 11:41 am
Forum: Implemented mod requests
Topic: Why can LuaHelpers.parse_map_exchange_string() not be used in the settings stage?
Replies: 6
Views: 1141

Re: Why can LuaHelpers.parse_map_exchange_string() not be used in the settings stage?

I see this new CLI option in the experimental branch:

--exchange-string arg The exchange string for use with --create,
--start-server-load-scenario or
--generate-map-preview. If provided, this is loaded first and
then any other setting arguments are
processed.


Thanks for making it happen! I ...
by frenzied_coder
Tue Feb 17, 2026 1:16 am
Forum: Implemented mod requests
Topic: Why can LuaHelpers.parse_map_exchange_string() not be used in the settings stage?
Replies: 6
Views: 1141

Re: Why can LuaHelpers.parse_map_exchange_string() not be used in the settings stage?

Thanks for the quick reply! It sounds like using parse_map_exchange_string() to make a MapGenPreset is not the right approach then.

Is there any plan for allowing a map exchange string as a command line parameter when creating a save with factorio --create?
by frenzied_coder
Mon Feb 16, 2026 11:05 pm
Forum: Implemented mod requests
Topic: Why can LuaHelpers.parse_map_exchange_string() not be used in the settings stage?
Replies: 6
Views: 1141

Why can LuaHelpers.parse_map_exchange_string() not be used in the settings stage?

I found myself in a situation where I wanted to parse a map exchange string during the settings stage of a mod. LuaHelpers.parse_map_exchange_string() seems to do what I want, but it's not available in the settings stage. Given the output of the function is settings objects, it is surprising that it ...
by frenzied_coder
Mon Jun 05, 2017 1:46 pm
Forum: Modding help
Topic: Mining drill with output box instead of output spout
Replies: 0
Views: 616

Mining drill with output box instead of output spout

The two vanilla mining drills have an output spout for solid objects, but I'd like to design a mining drill that has an output inventory slot instead, like literally every other output building the game. So then you'd need an inserter to grab the items out of the drill. This would also make the ...

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