Search found 304 matches
- 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?
- 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 ...
- Thu Sep 11, 2025 8:00 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3800
- Views: 2017166
Re: Development and Discussion
I am in the process of updating it for Factorio 2.0 . However I'm not planning on adding Space Age support.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.
- 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!!
- 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!
Thank you!
- 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 ...
I also dislike this part! I want the decision about if the recipe should show the main product name or the recipe name ...
- 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 ...
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 ...
- 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 ...
Recipe is making a vanilla item. I don't want to name Angel's recipe the same as a vanilla item as ...
- Mon Jun 23, 2025 6:12 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3900
- Views: 1843396
Re: Bugs & FAQ
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
- 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 ...
Being able to manually ...
- 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 ...
https://mods.factorio.com/mod ...
- 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 ...
- 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 ...
- 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 ...
- Fri Apr 11, 2025 8:18 am
- Forum: Resolved Requests
- Topic: Relationship between "uses_surface_effects" and "global_effect"
- Replies: 1
- Views: 336
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: 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 ...
"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: 2977
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: 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.
- 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.
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: 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
https://mods.factorio.com/mod/enable-all-feature-flags