Search found 304 matches

by KiwiHawk
Fri Sep 12, 2025 1:38 pm
Forum: Won't implement
Topic: Add a return type to helpers.check_prototype_translations()
Replies: 4
Views: 620

Re: Add a return type to helpers.check_prototype_translations()

What about if the function accepted a language?
by KiwiHawk
Fri Sep 12, 2025 2:19 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3800
Views: 2017166

Re: Development and Discussion


Fair, though the one behind keeping Bob's stuff updated did the same thing, I think. The mods might work with Space Age as they are, without adding anything new recipes and such.


The one keeping Bob's mods updated is also me 😆

Once I've finished updating Angel's mods (and Sea Block), I plan on ...
by KiwiHawk
Thu Sep 11, 2025 8:00 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3800
Views: 2017166

Re: Development and Discussion

KremowyKitsune wrote: Thu Sep 11, 2025 6:37 pm Anyone keeping this mod up and ready for the new versions of Factorio? I wanna try an Angel-Bobs run with Space Age.
I am in the process of updating it for Factorio 2.0 . However I'm not planning on adding Space Age support.
by KiwiHawk
Mon Aug 18, 2025 9:34 am
Forum: Modding interface requests
Topic: Support drag to reorder for GUI Elements
Replies: 9
Views: 886

Re: Support drag to reorder for GUI Elements

+1 ! This would allow us to make the UI of Helmod so much nicer!!
by KiwiHawk
Mon Aug 18, 2025 9:26 am
Forum: Modding interface requests
Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
Replies: 1
Views: 454

Allow mining-drill to flip

Any chance that you could add graphics_set_flipped and forced_symmetry to MiningDrillPrototype? To match CraftingMachinePrototype.

Thank you!
by KiwiHawk
Sun Aug 10, 2025 9:51 pm
Forum: Modding interface requests
Topic: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
Replies: 7
Views: 996

Re: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly

Setting the main_product to an empty string ("") forces the title in the recipe tooltip to use the recipe's name (not that of the product) and shows the products in the tooltip.

I also dislike this part! I want the decision about if the recipe should show the main product name or the recipe name ...
by KiwiHawk
Sun Aug 10, 2025 9:37 pm
Forum: Modding interface requests
Topic: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
Replies: 7
Views: 996

Re: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly

+1

Angel's has a three tiers of recipe for a lot of items. The first tier recipe gets the item's name automatically. The second and third tiers obviously have different names so I have to specify a localized name for them. This feels like it shouldn't be necessary as the information has already ...
by KiwiHawk
Thu Jul 31, 2025 10:39 am
Forum: Modding interface requests
Topic: Define Primary Recipe on Item / Fluid
Replies: 6
Views: 1044

Re: Define Primary Recipe on Item / Fluid

I've just merged a massive PR in Angel's mods, renaming a ton of recipes so they do merge with their main product. There are a still a lot that I can't fix though. These fall into three categories:

Recipe is making a vanilla item. I don't want to name Angel's recipe the same as a vanilla item as ...
by KiwiHawk
Mon Jun 23, 2025 6:12 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3900
Views: 1843396

Re: Bugs & FAQ

Ichigoshollow wrote: Sun Jun 22, 2025 10:41 pm When will there be a release for 2.0.54?
I have released updated versions of Bob's mods. I'm currently working on updating Angel's mods. They will be released once they are ready 🙂
by KiwiHawk
Sun May 25, 2025 9:52 am
Forum: Modding interface requests
Topic: Define Primary Recipe on Item / Fluid
Replies: 6
Views: 1044

Define Primary Recipe on Item / Fluid

Currently Item / Fluid entries will merge with a recipe prototype if they have the same internal name. Can we please have a way of overriding this? Allow us to (optionally) specify the name of a recipe on the item / fluid prototype. This is the recipe that will be merged.

Being able to manually ...
by KiwiHawk
Sat May 24, 2025 1:28 am
Forum: Ideas and Suggestions
Topic: New mod dependency category to be downloaded by default
Replies: 9
Views: 1401

Re: New mod dependency category to be downloaded by default

This would be super useful for Sea Block! We have a separate "pack mod" that has the dependencies, so they can be automatically downloaded but then disabled. This works but isn't a great solution as many people don't read the mod description so don't get the pack mod.

https://mods.factorio.com/mod ...
by KiwiHawk
Sat May 03, 2025 6:13 am
Forum: Modding interface requests
Topic: Add basic_settings to MapSettings
Replies: 2
Views: 472

Add basic_settings to MapSettings

When MapGenPreset.default is set to true, it's settings can't be specified. Instead, it pulls values from MapSettings . Or at least, it does for advanced_settings . However there doesn't seem to be any place to specify the values that will be used for basic_settings . Can these be added to ...
by KiwiHawk
Sat May 03, 2025 2:19 am
Forum: Modding interface requests
Topic: Exclude a module category from default
Replies: 1
Views: 260

Exclude a module category from default

It feels like allowed_module_categories works backwards to how it ideally should. I'm creating a new module category that I only want used on particular machines. To make this work, I need to set allowed_module_categories on every other machine! As by default, machines can accept every category ...
by KiwiHawk
Fri Apr 18, 2025 9:17 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 6458

Re: Request: Move recycling recipe generation to data-final-fixes


I'm not asking to add more stages. I just think it will make more sense in data-final-fixes and save many-many hours to most modders.


Well put Stringweasel! I fully support this proposal! I've released Bob's mods with support for Quality mod and it added a huge amount of additional work. I'm ...
by KiwiHawk
Wed Mar 19, 2025 6:26 am
Forum: Implemented mod requests
Topic: ItemPrototypeFilter "plant-result" and "spoil-result"
Replies: 1
Views: 330

ItemPrototypeFilter "plant-result" and "spoil-result"

Can we please have new ItemPrototypeFilters for "plant-result" and "spoil-result" ?

"plant result" would be similar to "place-result":
elem_filters :: array[EntityPrototypeFilter]?

"spoil-result" would be similar to "burnt-result":
elem_filters :: array[ItemPrototypeFilter]?

It would be very ...
by KiwiHawk
Mon Mar 10, 2025 9:50 am
Forum: Resolved Problems and Bugs
Topic: [boskid] Uranium 238 recycling
Replies: 3
Views: 2977

Re: Uranium 238 recycling

Muche wrote: Mon Mar 10, 2025 6:11 am I was confused for a bit, because it was marked auto_recycle = false when I tried.

It is being set in space-age/data.lua (among other recipes), but not when using base+quality mods only.
Thank you. I should have specified: This is when only using Quality mod.
by KiwiHawk
Mon Mar 10, 2025 3:52 am
Forum: Resolved Problems and Bugs
Topic: [boskid] Uranium 238 recycling
Replies: 3
Views: 2977

[boskid] Uranium 238 recycling

Recycling Uranium 238 gives Depleted uranium fuel cells. This really doesn't make sense! Uranium 238 should recycle to itself. Depleted uranium fuel cell reprocessing recipe needs to be marked as auto_recycle = false.

03-10-2025, 16-52-06.png
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by KiwiHawk
Mon Mar 03, 2025 8:46 am
Forum: Translations
Topic: Spelling error in migration screen
Replies: 3
Views: 1063

Spelling error in migration screen

"Removed equipments" should be "Removed equipment". Equipments is not a word.
03-03-2025, 21-44-03.png
03-03-2025, 21-44-03.png (51.94 KiB) Viewed 1063 times
I can't work out how to report it on crowdin. The strings are:

Code: Select all

[gui-migrated-content]
removed-equipment=Removed equipments
changed-equipment=Changed equipments
by KiwiHawk
Sun Mar 02, 2025 8:13 am
Forum: Resolved Problems and Bugs
Topic: [boskid] New game screen incorrectly says Space Age
Replies: 1
Views: 1490

[boskid] New game screen incorrectly says Space Age

Enabling Enable all Feature Flags mod causes the new game screen to say Freeplay (Space Age). The scenario name, image, and description should only be updated if Space Age mod is enabled.

https://mods.factorio.com/mod/enable-all-feature-flags
03-02-2025, 21-10-57.png
03-02-2025, 21-10-57.png (1.98 MiB) Viewed 1490 times

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