Search found 293 matches
- Sat May 03, 2025 6:13 am
- Forum: Modding interface requests
- Topic: Add basic_settings to MapSettings
- Replies: 1
- Views: 144
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 ...
- Sat May 03, 2025 2:19 am
- Forum: Modding interface requests
- Topic: Exclude a module category from default
- Replies: 1
- Views: 124
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 ...
- Fri Apr 18, 2025 9:17 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 36
- Views: 3410
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 ...
- Fri Apr 11, 2025 8:18 am
- Forum: Resolved Requests
- Topic: Relationship between "uses_surface_effects" and "global_effect"
- Replies: 1
- Views: 167
Relationship between "uses_surface_effects" and "global_effect"
Could the documentation for EffectReceiver.uses_surface_effects mention that it controls if LuaSurface.global_effect is applied?
- Wed Mar 19, 2025 6:26 am
- Forum: Implemented mod requests
- Topic: ItemPrototypeFilter "plant-result" and "spoil-result"
- Replies: 1
- Views: 163
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 ...
"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 ...
- Mon Mar 10, 2025 9:50 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Uranium 238 recycling
- Replies: 3
- Views: 2214
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: 2214
[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: 260
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: 1106
[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: 25877
- Sat Feb 15, 2025 7:29 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 30
- Views: 3533
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: 1639526
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: 180228
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: 180228
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: 36
- Views: 3410
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: 36
- Views: 3410
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: 36
- Views: 3410
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: 222
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: 222
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: 1823466
Re: Development and Discussion
Yes, we're working on it. No, there's no eta. Thank you for your patience! 