Search found 23 matches
- Sun Aug 10, 2025 5:40 pm
- Forum: Not a bug
- Topic: [2.0.63] Cargo Landing Pad not reading logistics storage properly
- Replies: 2
- Views: 266
Re: [2.0.63] Cargo Landing Pad not reading logistics storage properly
I see, they do indeed match the contents of platforms in orbit. That makes sense! I still have no idea why I've had so many belts and things of that nature delivered, but obviously something must be pulling them out of the landing pad then... Thanks for the quick response.
- Sun Aug 10, 2025 4:56 pm
- Forum: Not a bug
- Topic: [2.0.63] Cargo Landing Pad not reading logistics storage properly
- Replies: 2
- Views: 266
[2.0.63] Cargo Landing Pad not reading logistics storage properly
I've run into an odd issue with my interstellar logistics: my platforms have been overdelivering items to cargo landing pads because the logistic requests for each item at the landing pads appear to be reading incorrect values for Logistic storage. All requests and thresholds were working fine on a ...
- Fri Sep 22, 2023 8:51 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 229
- Views: 102502
Re: Friday Facts #377 - New new rails
I really like this change, it's "simple" on paper, but will add so much benefit to the game. I do have a question though.
https://cdn.factorio.com/assets/blog-sync/fff-377-new-sbends.png
For this image, and perhaps a point I missed, will we be able to also signal in-between these gaps now? As ...
- Mon Oct 03, 2022 8:30 pm
- Forum: Modding help
- Topic: Help Request: Automatic Train Painter Custom UI
- Replies: 2
- Views: 1388
Help Request: Automatic Train Painter Custom UI
Hello all, I am the developer of the Automatic Train Painter mod, and I’m coming to you for some much-needed help.
(Apologies if this is the wrong forum, it looked to be the most appropriate to me. If not, please point me in the right direction!)
It’s often been requested to implement a way to ...
(Apologies if this is the wrong forum, it looked to be the most appropriate to me. If not, please point me in the right direction!)
It’s often been requested to implement a way to ...
- Fri Jun 12, 2020 4:26 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 102645
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I am extremely happy that the module color is integrated into the beacon animation. I was debating making a mod for this but I won't have to now! One question, though: does the tower animation glow at night?
- Tue Apr 28, 2020 7:13 pm
- Forum: Modding help
- Topic: Conditional for another mod's settings
- Replies: 2
- Views: 1346
Re: Conditional for another mod's settings
Huh, turns out my issue was using .global instead of .startup for a startup setting...
Good to know this is how this works.
Thanks for the help!

Thanks for the help!
- Tue Apr 28, 2020 6:49 pm
- Forum: Modding help
- Topic: Conditional for another mod's settings
- Replies: 2
- Views: 1346
Conditional for another mod's settings
Hi there, is there a way to use a function like this one:
if settings.global["mod-setting-1"].value then
But referencing another mod's setting? How does one access remote mod settings?
This code: settings.global["mod-setting-1"].value will always be nil since it's not part of the base game or ...
if settings.global["mod-setting-1"].value then
But referencing another mod's setting? How does one access remote mod settings?
This code: settings.global["mod-setting-1"].value will always be nil since it's not part of the base game or ...
- Thu Apr 09, 2020 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.18] Offshore pump sound when not pumping
- Replies: 1
- Views: 2428
[Rseding] [0.18.18] Offshore pump sound when not pumping
Hi guys, in the last FFF it was noted that pipes without liquid flowing still made sound and that this seemed to be an error. Given that, I find it odd that the offshore pump also makes a regular pumping sound even when the flow rate is 0/s. Is this intended? It feels very odd to me hearing this ...
- Sat Feb 29, 2020 4:26 pm
- Forum: Ideas and Requests For Mods
- Topic: [Art Request] Color mask for fluid wagon
- Replies: 11
- Views: 4254
Re: [Art Request] Color mask for fluid wagon
Mod has been released!
Unfortunately it's incompatible with Wagon Colors (and anything that uses Mooncat's mask) due to the way the mask graphics overlap if simultaneously enabled. Thus, I've ported the functionality of that mod into this one.
Unfortunately it's incompatible with Wagon Colors (and anything that uses Mooncat's mask) due to the way the mask graphics overlap if simultaneously enabled. Thus, I've ported the functionality of that mod into this one.
- Mon Feb 24, 2020 5:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [Art Request] Color mask for fluid wagon
- Replies: 11
- Views: 4254
Re: [Art Request] Color mask for fluid wagon
Provided the license isn't an issue, I'd prefer to port the functionality for simplicity's sake. If that's not possible, I'll just upload the png files.
- Mon Feb 24, 2020 3:06 am
- Forum: Ideas and Requests For Mods
- Topic: [Art Request] Color mask for fluid wagon
- Replies: 11
- Views: 4254
Re: [Art Request] Color mask for fluid wagon
...so I got tired of waiting for an official fluid wagon color mask and have spent the better part of today creating one. I've more or less finished 2 of the 128 sprite rotations (pure horizontal and vertical) and I think they look pretty damn good.
20200223184437_1.jpg
20200223184410_1.jpg ...
20200223184437_1.jpg
20200223184410_1.jpg ...
- Mon Jan 27, 2020 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.1] Mod Updates List Incorrectly Ordered
- Replies: 1
- Views: 2566
[0.18.1] Mod Updates List Incorrectly Ordered
Hi guys, this is admittedly a very minor bug, possibly not a bug at all, but I thought it weird behavior that probably could be fixed as part of polishing the game for full release. In the Mod menu, in the Updates tab, the list of mods with updates seems to default to reverse alphabetical order ...
- Tue Sep 10, 2019 6:08 pm
- Forum: Modding help
- Topic: Restrict equipment to certain vehicles
- Replies: 3
- Views: 1494
Re: Restrict equipment to certain vehicles
Hmmm, I think this is already the case for my grid and equipment but I'll double check. How does this set the item to be vehicle specific? The grid has to be linked somehow to the vehicle prototype, right?
- Tue Sep 10, 2019 2:26 pm
- Forum: Modding help
- Topic: Restrict equipment to certain vehicles
- Replies: 3
- Views: 1494
Restrict equipment to certain vehicles
I'm having an issue figuring out how to force new equipment items into being placed only in certain vehicles. Is this a property of the equipment-grid, or the equipment category, or the equipment item itself? Digging through mods where this has been accomplished has yielded no obvious solutions.
e ...
e ...
- Sat Sep 07, 2019 5:50 pm
- Forum: Ideas and Requests For Mods
- Topic: [Art Request] Color mask for fluid wagon
- Replies: 11
- Views: 4254
Re: [Art Request] Color mask for fluid wagon
I would absolutely love a real vanilla fluid wagon color mask. Given that the devs might be trending in the direction of using more color masks (see FFF 311 and the train stop remains), would it be a stretch to have one for fluid wagons implemented as well?
- Fri Jul 26, 2019 1:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator
- Replies: 9
- Views: 7331
Re: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator
I can barely see underground belts against dirt now
Is your monitor not configured to display blue?
The belts are blue=0.004, the dirt is blue=0.259
Blue isn't the problem here, as you can see in the entities. The issue is that both the dirt's and belts' pixels have R and G values that are ...
- Fri Jul 26, 2019 4:44 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator
- Replies: 9
- Views: 7331
Re: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator
I can barely see underground belts against dirt now:
- Thu Jul 04, 2019 4:35 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 37379
Re: Version 0.17.54
Thanks for this!Fixed that rails wouldn't build correctly if they had a fast_replaceable_group defined. (72699)
- Sun May 12, 2019 8:55 pm
- Forum: Modding help
- Topic: Upgrade Planner / Fast replace modded rails
- Replies: 1
- Views: 1667
Upgrade Planner / Fast replace modded rails
I'm working on a mod that adds a new kind of rail, basically just a cosmetic change with a different recipe. I wanted the ability to use the Upgrade Planner to easily switch between rail styles, so I added these lines into the entities.lua.
data.raw["straight-rail"]["straight-rail"].fast ...
data.raw["straight-rail"]["straight-rail"].fast ...
- Fri Mar 22, 2019 5:47 pm
- Forum: Logistic Train Network
- Topic: Using the LTN remote interface
- Replies: 15
- Views: 6023
Re: Extracting LTN Event Data for Use In Other Scripts/Functions
Welp that was stupidly simple and works like a charm. Thanks!