Personally, I don't believe such a license is viable, but the question came up, so I want to have a semi-reliable thread to point to in case it does so again.
Hopefully a dev, or someone high up there, can pop in and give a more or less definitive answer.
Search found 109 matches
- Thu Apr 14, 2022 6:05 pm
- Forum: Modding discussion
- Topic: Licensing question about interactions between mods
- Replies: 13
- Views: 422
- Sun Apr 10, 2022 5:30 pm
- Forum: Modding help
- Topic: Is there any way for the data stage to effect the settings stage?
- Replies: 9
- Views: 747
Re: Is there any way for the data stage to effect the settings stage?
For my purposes, I only need the setting's `localised_name` and/or `localised_description` to be accessible during data.
- Sun Apr 10, 2022 5:22 pm
- Forum: Modding discussion
- Topic: Licensing question about interactions between mods
- Replies: 13
- Views: 422
Licensing question about interactions between mods
Is it possible for a mod's license to protect it's entities, recipes, items, technologies, etc, from being altered by a third party mod through factorio's data.raw table? I'm 99.9% sure that the answer is no, but someone asked a question about a mod's license possibility of reading 'the mod must not...
- Sun Apr 10, 2022 5:19 pm
- Forum: Modding discussion
- Topic: How does tech/recipe difficulty handle the default fields?
- Replies: 2
- Views: 205
Re: How does tech/recipe difficulty handle the default fields?
That's too bad, this means I have to record data for both states in the description.
- Sun Apr 10, 2022 4:57 am
- Forum: Fixed for 1.2
- Topic: [0.15.35] Boiler type entities cannot eject burnt items
- Replies: 11
- Views: 3559
Re: [0.15.35] Boiler type entities cannot eject burnt items
I though it was fixed at 1.1.37?
inserters can now pull out from the main output and burnt result inventory of an entity.
- Sat Mar 19, 2022 10:23 am
- Forum: Modding help
- Topic: Is there any way for the data stage to effect the settings stage?
- Replies: 9
- Views: 747
Is there any way for the data stage to effect the settings stage?
I want to modify my setting's localised description, to show certain values that will be useful for the player to define their settings (since the effect depends on the length of the longest technology dependency chain). But the data.raw table is not accessible, and the setting itself only provides ...
- Wed Mar 09, 2022 5:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.55] Crashes using "manual" type of equipment shape
- Replies: 2
- Views: 1014
Re: [1.1.55] Crashes using "manual" type of equipment shape
So there is at least 1 mod that's aware of this feature. This is 1 more than I thought there was. 

- Sat Feb 26, 2022 5:36 pm
- Forum: Modding discussion
- Topic: How does tech/recipe difficulty handle the default fields?
- Replies: 2
- Views: 205
How does tech/recipe difficulty handle the default fields?
How does tech/recipe difficulty handle the default fields? namely, localised name/localised description. I'm making a mod which adjusts the cost of technologies based on their position in the tech tree, but since normal and expensive mode can have different tech trees, having a single description fo...
- Fri Feb 04, 2022 2:11 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 178
- Views: 45206
Re: Friday Facts #367 - Expansion news
Ohhh this seems like a violent type of expansion. That would be cool. The general goal is to make the expansion feel like as big an addition as the whole vanilla game. This is why we plan to price it at $30.00, and put in enough content to make it well worth the price. This means that for a new pla...
- Wed Dec 22, 2021 4:14 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 13824
Re: Version 1.1.50
(character can now walk in-between connected reactors) Nice. Could you consider an option to place other entity in the space? You know the 5x5 reactor square could make insane neighbour bonus and challenge to make plant work properly. :geek: Since it would either make the reactor effectively 3x3, o...
- Thu Dec 09, 2021 11:11 am
- Forum: Releases
- Topic: Version 1.1.49
- Replies: 10
- Views: 7323
Re: Version 1.1.49
I'm surprised that nobody reported the music not looping for so long.
Then again, I noticed it and didn't report it, too, so perhaps?
Also, considering the default delays in the music while playing, perhaps some people assumed it's intended?
Then again, I noticed it and didn't report it, too, so perhaps?
Also, considering the default delays in the music while playing, perhaps some people assumed it's intended?
- Fri Dec 03, 2021 4:25 pm
- Forum: Modding help
- Topic: Does tinting projectiles work?
- Replies: 0
- Views: 142
Does tinting projectiles work?
I've been trying to give my projectiles a color, but it doesn't seem to work right.
The prototype browser sprite preview DOES show them to be tinted, but if you actually look at the layer, there's no fields related to tinting, and the projectiles themselves have no tint in the overworld.
The prototype browser sprite preview DOES show them to be tinted, but if you actually look at the layer, there's no fields related to tinting, and the projectiles themselves have no tint in the overworld.
- Sat Nov 27, 2021 8:28 pm
- Forum: Releases
- Topic: Version 1.1.48
- Replies: 4
- Views: 6377
Re: Version 1.1.48
TML is not an official project by the team, it's a fan project that they are providing a bit of support to.
- Fri Jul 16, 2021 3:49 pm
- Forum: Modding help
- Topic: string gfind?
- Replies: 3
- Views: 424
Re: string gfind?
Removing the G allowed a call of string.find (). This looks to me like gfind is not included in the factorio string library pack.
- Wed Jul 14, 2021 4:41 pm
- Forum: Releases
- Topic: Version 1.1.36
- Replies: 6
- Views: 17232
Re: Version 1.1.36
That probabalistic output block bug was quite annoying for me.
good to see it's gone.
good to see it's gone.
- Tue Jul 13, 2021 12:16 pm
- Forum: Modding help
- Topic: string gfind?
- Replies: 3
- Views: 424
string gfind?
Does the factorio lua lib contain that function? I can't call it during data.
- Tue Jul 13, 2021 12:12 pm
- Forum: Modding help
- Topic: need help with for .... in pairs
- Replies: 5
- Views: 730
Re: need help with for .... in pairs
You could also iterate over all transport-belt type entities and find their item-to-place-this, no?
- Tue Jun 29, 2021 8:59 am
- Forum: Modding help
- Topic: What is Lua garbage, and how do I reduce it
- Replies: 5
- Views: 639
Re: What is Lua garbage, and how do I reduce it
I honestly have no idea why the garbage collector went bonkers, just that it did. Without the mod, it's at 0.9. With the mod, it's over 900.
Also, it seems like it already has picker compatibility so I won't have to deal with that.
Also, it seems like it already has picker compatibility so I won't have to deal with that.
- Mon Jun 28, 2021 8:23 pm
- Forum: Modding help
- Topic: What is Lua garbage, and how do I reduce it
- Replies: 5
- Views: 639
Re: What is Lua garbage, and how do I reduce it
I can see why it would be bad... That mod renders 4 lights per entity basically
- Mon Jun 28, 2021 8:11 pm
- Forum: Modding discussion
- Topic: Why no new alien graphics / overhaul / addition mods?
- Replies: 7
- Views: 1268
Re: Why no new alien graphics / overhaul / addition mods?
I'd guess that making animation for units is a lot more effort than making animations for buildings.