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 ...
Search found 621 matches
- Mon Jun 29, 2026 8:12 pm
- Forum: Modding help
- Topic: Increasing stack size via technology
- Replies: 2
- Views: 108
- 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 ...
teleportation_main_button element it's creating.
In the console, that would be
game.player.gui.top.teleportation_main_button.destroy ...
- 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.
- 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.
A button or key combo would be more convenient.
- 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.
- 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 ...
- 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.
- 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.
- 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.
- 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.
- 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 ...
- 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 ...
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: 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.
- 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 ...
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: 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 ...
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: 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 ...
- 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 ...
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: 577
- 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 ...
- 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.
By default, mod authors get notifications sent to their email when a new thread is posted. At least in my experience.