Search found 614 matches
- Thu Apr 02, 2026 9:16 pm
- Forum: Mods
- Topic: [SE/K2] No cryonite on moon
- Replies: 1
- Views: 84
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.
- Sun Mar 22, 2026 4:12 pm
- Forum: Gameplay Help
- Topic: Console commands for instant traveling from planet to another
- Replies: 3
- Views: 234
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.
- Fri Mar 20, 2026 4:16 pm
- Forum: Modding help
- Topic: need help creating mod to add visualization aids
- Replies: 2
- Views: 239
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.
- Sat Mar 14, 2026 5:40 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 465
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 ...
- 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: 1719
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 ...
At least one person said it didn't work even ...
- Sat Jan 24, 2026 6:17 pm
- Forum: Modding help
- Topic: recipe enabled=false but still going on start??
- Replies: 3
- Views: 427
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.
- Sat Jan 24, 2026 6:08 pm
- Forum: Modding help
- Topic: [solved] Quality order
- Replies: 4
- Views: 565
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 ...
Game might always expect next quality to be a higher/different ...
- 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: 1379
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 ...
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 ...
- Tue Dec 16, 2025 5:48 pm
- Forum: Bug Reports
- Topic: [2.0.72] Speaker icon not shown in map view with icon blinking disabled
- Replies: 5
- Views: 712
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 ...
- Tue Dec 16, 2025 3:38 pm
- Forum: Bug Reports
- Topic: [2.0.72] Speaker icon not shown in map view with icon blinking disabled
- Replies: 5
- Views: 712
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 ...
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 ...
- Sun Dec 07, 2025 11:20 pm
- Forum: Modding interface requests
- Topic: Make non-Lua shortcut state readable.
- Replies: 2
- Views: 422
- Wed Nov 26, 2025 10:55 pm
- Forum: Questions, reviews and ratings
- Topic: Swarmageddon Error
- Replies: 6
- Views: 1203
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 ...
- Wed Nov 26, 2025 7:19 pm
- Forum: Questions, reviews and ratings
- Topic: Swarmageddon Error
- Replies: 6
- Views: 1203
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.
By default, mod authors get notifications sent to their email when a new thread is posted. At least in my experience.
- Sun Nov 23, 2025 10:32 pm
- Forum: Modding help
- Topic: [unsolvable] Intermediate products are not working
- Replies: 7
- Views: 1061
Re: Intermediate products are not working
I would've thought the second one would work too, but unfortunately its not what I thought the issue was. I don't see anything in the code that should change how it works just because there's another recipe added.
Maybe someone else will have an idea.
Maybe someone else will have an idea.
- Sun Nov 23, 2025 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Do construction request really need to blink every 2 seconds ?
- Replies: 1
- Views: 328
Re: Do construction request really need to blink every 2 seconds ?
You can disable blinking of icons entirely with an option, I think under accessibility IIRC. Nothing that lets you change the timing - mod api support for it was requested forever ago.
- Sun Nov 23, 2025 5:33 pm
- Forum: Modding help
- Topic: [unsolvable] Intermediate products are not working
- Replies: 7
- Views: 1061
Re: Intermediate products are not working
Your images show that you can in fact make iron gears or chests from the compressed iron, even when compressed gears exist, so the recipe can be used as an intermediate regardless.
What happens if you have only 1 compressed iron and 1 compressed gears in your inventory? Can belts be made then?
If ...
What happens if you have only 1 compressed iron and 1 compressed gears in your inventory? Can belts be made then?
If ...
- Wed Nov 19, 2025 5:05 pm
- Forum: Modding help
- Topic: How to control building animations
- Replies: 2
- Views: 435
Re: How to control building animations
Does the disabled_by_script property not work for that? Far as I know it disables animations too.
- Tue Nov 18, 2025 3:16 am
- Forum: Mod portal Discussion
- Topic: Discussion Thread Flag Ability Request
- Replies: 3
- Views: 602
Re: Discussion Thread Flag Ability Request
I just edit the title with [DONE] or whatever to mark things done.
- Tue Nov 11, 2025 1:02 am
- Forum: Questions, reviews and ratings
- Topic: Is it possible to change the fluid output limit?
- Replies: 2
- Views: 1225
Re: Is it possible to change the fluid output limit?
Looks like it's just a UtilityConstant - max_fluid_flow
- Wed Nov 05, 2025 8:26 pm
- Forum: Modding discussion
- Topic: [Question] Are these doable via modding?
- Replies: 5
- Views: 1159
Re: [Question] Are these doable via modding?
API documentation exists at https://lua-api.factorio.com/latest/index.html - there's a link at the top of the page. All the available modifiers are at https://lua-api.factorio.com/latest/types/Modifier.html - if it's not listed there, it's not possible to do it via technology effects.
There's no ...
There's no ...