Search found 621 matches

by Silari
Mon Jun 29, 2026 8:12 pm
Forum: Modding help
Topic: Increasing stack size via technology
Replies: 2
Views: 108

Re: Increasing stack size via technology

Stack sizes are part of the item prototype and can't be modified run time.

Closest you can do (without a bunch of weird scripting jank) is make technologies for compressing multiple promethium into a new item that can be decompressed back into multiple - ie like several crating/boxed mods do for ...
by Silari
Mon Jun 29, 2026 1:24 am
Forum: Modding help
Topic: removing a button from top-left corner?
Replies: 5
Views: 199

Re: removing a button from top-left corner?

I'm not sure where you're getting the mod_gui_top_frame name from, but if you want to remove the button for Teleporation Redux, than you want to destroy the
teleportation_main_button element it's creating.

In the console, that would be
game.player.gui.top.teleportation_main_button.destroy ...
by Silari
Tue Jun 16, 2026 1:34 pm
Forum: Modding help
Topic: New entity is transparent
Replies: 2
Views: 245

Re: New entity is transparent

Without looking at the mod, I'd say the most likely cause is that you're trying to use the graphics_set property, which assembling machines (and thus EM plants) have, while labs actually use off_animation and on_animation for their graphics instead.
by Silari
Fri Jun 12, 2026 8:52 pm
Forum: Ideas and Suggestions
Topic: Restart Button
Replies: 9
Views: 655

Re: Restart Button

I keep a mod installed that does nothing, and toggle it when I need to restart.

A button or key combo would be more convenient.
by Silari
Sun Jun 07, 2026 1:13 am
Forum: Not a bug
Topic: [2.0.77] "Train Cannot Find Path" Warning Still Visible
Replies: 2
Views: 160

Re: [2.0.77] "Train Cannot Find Path" Warning Still Visible

Looks like you have it pinned on the right there - alerts you pin won't go away.
by Silari
Mon May 18, 2026 1:09 am
Forum: Technical Help
Topic: command for checking "finished" game state
Replies: 4
Views: 745

Re: command for checking "finished" game state


an ugly solution may be to create a mod that will but something in the script-output folder that I then can parse but a mod would have to be installed by everyone connecting to the server which is a not preferable


You shouldn't need a mod - you can probably edit the saves control.lua to insert ...
by Silari
Sat Apr 25, 2026 10:27 pm
Forum: Gameplay Help
Topic: Power draw issues on Gleba
Replies: 7
Views: 971

Re: Power draw issues on Gleba

When entities lose power they need to draw extra to fill their electric buffers. Once it refills they go back to their normal draw. The entity info shows the normal power draw, not the maximum it can pull. Roboports and beacons tend to have very large buffers.
by Silari
Thu Apr 02, 2026 9:16 pm
Forum: Mods
Topic: [SE/K2] No cryonite on moon
Replies: 1
Views: 401

Re: [SE/K2] No cryonite on moon

It only spawns on certain tiles, so the terrain and ore generation have to meet up in order to spawn it. Sometimes you get unlucky and you get none even on a planet/moon with a high spawn chance.
by Silari
Sun Mar 22, 2026 4:12 pm
Forum: Gameplay Help
Topic: Console commands for instant traveling from planet to another
Replies: 3
Views: 1009

Re: Console commands for instant traveling from planet to another

Code: Select all

/cheat <planet or platform name>

works to teleport you to any planet or platform, IIRC. Doesn't have to exist already.
by Silari
Fri Mar 20, 2026 4:16 pm
Forum: Modding help
Topic: need help creating mod to add visualization aids
Replies: 2
Views: 457

Re: need help creating mod to add visualization aids

Far as I'm aware you can't, because cursor position isn't part of the game state, just their cursor_stack. You'd have to draw the overlay over the entire possible area for as long as the player has the tower in hand.
by Silari
Sat Mar 14, 2026 5:40 pm
Forum: Modding help
Topic: The ability to enable "space age" without adding its content
Replies: 6
Views: 1177

Re: The ability to enable "space age" without adding its content


Still, is there any way to enable SA functions without adding its contents? So that there would be no planets, platforms, or anything else?


That is what the feature flag they mentioned does. It doesn't actually enable any of the space age mods, just allows the prototypes/features from the DLC ...
by Silari
Sun Jan 25, 2026 5:35 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.73] rocket_launch_products are ignored when manually launching item to Orbit with Space Age
Replies: 2
Views: 2796

Re: [2.0.73] rocket_launch_products are ignored when manually launching item to Orbit with Space Age

I've had people report the same with my mod , several times , but haven't been able to do any testing with it since I don't own SA. My items are named "miner-module" or "miner-module-<resource name>" so it's not just with the name "satellite" apparently.

At least one person said it didn't work even ...
by Silari
Sat Jan 24, 2026 6:17 pm
Forum: Modding help
Topic: recipe enabled=false but still going on start??
Replies: 3
Views: 628

Re: recipe enabled=false but still going on start??

Are you testing this in a new game or loading a saved game? Saved game would keep the previous setting unless technology effects are reset are for the force, so if you had it enabled during testing then changed it to not enabled, it would still show available in the save.
by Silari
Sat Jan 24, 2026 6:08 pm
Forum: Modding help
Topic: [solved] Quality order
Replies: 4
Views: 801

Re: Quality order

Haven't worked much with SA stuff since I don't own it, but isn't there also a level field that would probably need to be changed so that mythical is yours + 1? https://lua-api.factorio.com/latest/prototypes/QualityPrototype.html#level

Game might always expect next quality to be a higher/different ...
by Silari
Wed Dec 31, 2025 1:25 am
Forum: Assigned
Topic: [Kovarex] [2.0.63] Smart belt bug #11: Belt not placed when dragging over belt ghosts after splitter
Replies: 4
Views: 1714

Re: [2.0.72] Dragging belt over ghosts with splitter in the middle fails

Note that when dragging over the splitter the game pops up the 'Too far to connect' message before starting to place belts again.

This doesn't occur when turning off Smart belt building in the options, it all places normally.

12-30-2025, 20-25-02.png
Smart Belt on, no ghosts
Smart belt on ...
by Silari
Tue Dec 16, 2025 5:48 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.72] Speaker icon not shown in map view with icon blinking disabled
Replies: 6
Views: 1208

Re: [2.0.72] Speaker icon not shown in map view with icon blinking disabled


This is not limited to the speaker, all alert icons in map view fade out permanently with the setting disabled until you hover the alert on top of the shortcut bar. Might even be intended.


That actually shows a smaller version of the icon, and is separate from the show on map setting on the ...
by Silari
Tue Dec 16, 2025 3:38 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.72] Speaker icon not shown in map view with icon blinking disabled
Replies: 6
Views: 1208

Re: [2.0.72] how should the programmable speaker icon in map view work?

I can confirm the map view isn't showing the icon for a speaker sometimes if the option to disable blinking isn't on.

Normally, the icon set on the speaker would blink in remote view as long as the condition is true, and you have the option to show it on map set.

12-16-2025, 10-26-32.png

If you ...
by Silari
Sun Dec 07, 2025 11:20 pm
Forum: Modding interface requests
Topic: Make non-Lua shortcut state readable.
Replies: 2
Views: 577

Re: Make non-Lua shortcut state readable.

Can't you just read that from the player's LUAEntity?

allow_dispatching_robots
by Silari
Wed Nov 26, 2025 10:55 pm
Forum: Questions, reviews and ratings
Topic: Swarmageddon Error
Replies: 6
Views: 1553

Re: Swarmageddon Error



There's a discussion board on the mod page you can post in: https://mods.factorio.com/mod/swarmageddon_20/discussion

By default, mod authors get notifications sent to their email when a new thread is posted. At least in my experience.


That was one of the first things I looked at. But the ...
by Silari
Wed Nov 26, 2025 7:19 pm
Forum: Questions, reviews and ratings
Topic: Swarmageddon Error
Replies: 6
Views: 1553

Re: Swarmageddon Error

There's a discussion board on the mod page you can post in: https://mods.factorio.com/mod/swarmaged ... discussion

By default, mod authors get notifications sent to their email when a new thread is posted. At least in my experience.

Go to advanced search