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 ...
Search found 289 matches
- Wed Mar 19, 2025 6:26 am
- Forum: Implemented mod requests
- Topic: ItemPrototypeFilter "plant-result" and "spoil-result"
- Replies: 1
- Views: 127
- Mon Mar 10, 2025 9:50 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Uranium 238 recycling
- Replies: 3
- Views: 1969
Re: Uranium 238 recycling
Thank you. I should have specified: This is when only using Quality mod.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.
- Mon Mar 10, 2025 3:52 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Uranium 238 recycling
- Replies: 3
- Views: 1969
[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.
- Mon Mar 03, 2025 8:46 am
- Forum: Translations
- Topic: Spelling error in migration screen
- Replies: 3
- Views: 212
Spelling error in migration screen
"Removed equipments" should be "Removed equipment". Equipments is not a word.
I can't work out how to report it on crowdin. The strings are:
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
- Sun Mar 02, 2025 8:13 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] New game screen incorrectly says Space Age
- Replies: 1
- Views: 901
[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
https://mods.factorio.com/mod/enable-all-feature-flags
- Thu Feb 27, 2025 6:47 pm
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 39
- Views: 25248
- Sat Feb 15, 2025 7:29 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 29
- Views: 3037
Re: Add setting to hide unresearched items/recipes in factoriopdia
Suggestions:
1. Unresearched recipes/items/entities should have their name written in red and their icon have a red background, to distinguish them.
2. Add a player interface option to filter out unresearched recipes/items/entities.
+1 for this!
I'm dev for Bob's / Angel's / Sea Block ...
- Fri Jan 17, 2025 7:58 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1592579
Re: SeaBlock: Recipe Bug
I found a recipe bug while playing the Seablock build.
To process 8 pieces of rubbite, you need to produce 40 units of nitric acid. This requires obtaining 5 sodium nitrate from 500 nitrogen wastewater. This amount of wastewater is obtained when processing 20 pieces of rubbite.
That is, I need ...
- Sat Dec 28, 2024 7:14 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 177152
Re: [MOD 1.1] Sea Block Pack 0.5.16
I know you said it'll be done when its done, but I'm curious if you have worked on updating the MAPGEN?
I have forked it for my own mods, but 2.0 broke it when lualib/noise was removed and I can't figure out how to work.
Thanks.
No, not yet. Currently working on updating Bob's. Next will be ...
- Tue Dec 24, 2024 7:24 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 177152
Re: [MOD 1.1] Sea Block Pack 0.5.16
When will Seablock get updated?
Short answer: When it's ready!
Long answer: I'm working through updating all the mods in the pack. Bob's mods are getting close to being ready. Once I have them released, I'll shift focus onto Angel's mods. Only once all the other mods have been updated can Sea ...
- Thu Dec 19, 2024 8:38 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 2854
Re: Request: Move recycling recipe generation to data-final-fixes
Not a valid example. Not only you are specifically targeting recycling recipes, but it's also something you want to avoid. Moving the recycling generation to data-final-fixes won't make this harder for you (look what I replied to!).
I realize that it's different to what you were replying to ...
- Thu Dec 19, 2024 7:22 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 2854
Re: Request: Move recycling recipe generation to data-final-fixes
Why would a mod want to programmatically transform the recycling recipes while not specifically targeting them (and thus depending on Quality)?
Real example:
Bob's and Angel's mods modify a LOT of recipes, swapping out ingredients. This happens in data-updates stage. Recycling recipes have ...
- Wed Dec 18, 2024 10:43 am
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 2854
Request: Move recycling recipe generation to data-final-fixes
It is common for mods to to update recipe ingredients in data-updates stage (we do it to almost every recipe in Bob's & Angel's, depending on which mods / settings are enabled). However this is after the recycling recipes have been generated (as official mods run first). Moving the recycling recipe ...
- Mon Dec 16, 2024 10:16 am
- Forum: Modding interface requests
- Topic: Request: Hide fluid burning generator temperatures
- Replies: 2
- Views: 190
Re: Request: Hide fluid burning generator temperatures
Also, why is fuel pollution listed twice?
- Mon Dec 16, 2024 1:54 am
- Forum: Modding interface requests
- Topic: Request: Hide fluid burning generator temperatures
- Replies: 2
- Views: 190
Request: Hide fluid burning generator temperatures
Can max and fuel temperature be hidden from the tooltip of fluid burning generators please? If the generator has burns_fluid = true then temperature is not relevant.
- Mon Dec 02, 2024 5:04 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1774088
Re: Development and Discussion
Yes, we're working on it. No, there's no eta. Thank you for your patience! 
- Tue Nov 26, 2024 10:14 am
- Forum: Modding interface requests
- Topic: Add a return type to helpers.check_prototype_translations()
- Replies: 0
- Views: 145
Add a return type to helpers.check_prototype_translations()
Can you please change `helpers.check_prototype_translations()` to return a boolean? Or an integer with the number of errors. I'm calling it as part of Angel's unit tests. I currently have no way of making the test fail if untranslated strings are detected!
With the update to 2.0, we have a lot of ...
With the update to 2.0, we have a lot of ...
- Sat Nov 23, 2024 12:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Pard] Production entities tooltip in in Quality Modules tips lists machines that don't exist
- Replies: 1
- Views: 1115
[Pard] Production entities tooltip in in Quality Modules tips lists machines that don't exist
Quality modules tip and tricks entry doesn't display correctly when Quality mod is enabled without Space Age mod.
Production entities tooltip lists multiple machines that don't exist.
Production entities tooltip lists multiple machines that don't exist.
- Sat Nov 23, 2024 12:35 am
- Forum: Duplicates
- Topic: Chest listed as Quality exception
- Replies: 1
- Views: 214
Chest listed as Quality exception
In the tips and tricks for Quality, it displays a tooltip of exceptions of things that don't get a quality bonus. Chests should no longer be listed here as higher quality chests now have higher capacity.
- Thu Aug 01, 2024 8:16 pm
- Forum: Implemented mod requests
- Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
- Replies: 14
- Views: 3172
Re: Separate the 2 functions of "catalyst_amount" into 2 parameters
Has catalyst_amount been removed? If not, is setting catalyst_amount equivalent to setting both of the new properties? What happens if both catalyst_amount and one of the new properties are set but to different numbers?