See attached screenshots, taken in vanilla-base 2.0.42. "Research trigger" entry should not be empty for "Space science pack" technology. Same for biter-capture in SA.
Search found 725 matches
- Tue Mar 25, 2025 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] Send-item-to-orbit research trigger empty in prototype explorer
- Replies: 1
- Views: 120
- Thu Mar 06, 2025 1:37 pm
- Forum: Mod portal Discussion
- Topic: "Built-in dependency" colour/tooltip overrides dependency-type colour/tooltip
- Replies: 0
- Views: 255
"Built-in dependency" colour/tooltip overrides dependency-type colour/tooltip
The special-treatment of 'official mods' works well when they are required dependencies [pic1 - Maraxsis ], but not when they are optional or incompatible [pic2 - Lunar Landings ].
The tooltip ("Required dependency", "Optional dependency", "Conflicting dependency") is always overridden to say ...
The tooltip ("Required dependency", "Optional dependency", "Conflicting dependency") is always overridden to say ...
- Wed Mar 05, 2025 5:39 pm
- Forum: Pending
- Topic: [2.0.32] Unable to open moving Spidertron via the map
- Replies: 4
- Views: 176
Re: [2.0.32] Unable to open moving Spidertron via the map
Are you in multiplayer? If so, are you the host, or is there high latency?Kuse6 wrote: Wed Mar 05, 2025 2:21 pm Hello, thanks for your response.
I tried it again and found that it works, but usually on the fifth click. The Spidertron doesn't always open even when the yellow hitbox appears. Maybe it's just a skill issue.
- Tue Mar 04, 2025 2:06 pm
- Forum: Bug Reports
- Topic: [2.0.38] defines.logistic_member_index is missing some values
- Replies: 0
- Views: 136
[2.0.38] defines.logistic_member_index is missing some values
https://lua-api.factorio.com/latest/defines.html#defines.logistic_member_index is missing some values.
Calling https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point on a logistic-container is returning a dictionary with 2 logistic points (index 1 and 2) but there's no ...
Calling https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point on a logistic-container is returning a dictionary with 2 logistic points (index 1 and 2) but there's no ...
- Wed Feb 12, 2025 11:09 pm
- Forum: Modding help
- Topic: Cargo wagon capacity
- Replies: 4
- Views: 281
Re: Cargo wagon capacity
When activating the quality_affects_inventory_size attribute, the cargo wagon capacity changes with the quality:
Screenshot 2025-02-12 at 14.48.59.png
which is returned in #wagon.get_inventory(defines.inventory.cargo_wagon) but the prototype still reports "40" as inventory size.
You can pass ...
- Tue Feb 04, 2025 11:58 am
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 9969
Re: Version 2.0.33
"Added hatch count info to platform hub, landing pad and rocket silo."
What does this mean, hatched eggs just as a fun stat as a reminder of poor egg handling? :)
No, it is referring to cargo hatches, which are the ports that cargo pods go in and out of. It tells you how many hatches each ...
- Tue Feb 04, 2025 11:54 am
- Forum: Modding interface requests
- Topic: Add tooltips to listbox items
- Replies: 5
- Views: 450
Re: Add tooltips to listbox items
Yes please. This is already possible for dropdowns in mod settings, but would be nice to have it ingame too 

- Wed Jan 29, 2025 3:13 pm
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 766
Re: "Noob" prototype "type checking" question
Notably prototype.name is NOT the way (IMO) to check this since ideally code could handle any new prototype that was deepcopy()'d + extend()'d into the game's system with an alternate prototype name. Suppose (for example) the built-in prototype is "duck"
You'd need to be more precise. Is it of ...
- Wed Jan 29, 2025 11:36 am
- Forum: Ideas and Suggestions
- Topic: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0
- Replies: 3
- Views: 320
Re: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0
Have you tried using my Factory Search mod to find legacy rails (using Entity search mode)? I'm not 100% sure it would work as it does try to intelligently link entities that are placed by the same item, so I think search results would include all rails, but I think the results would still be ...
- Wed Jan 29, 2025 11:32 am
- Forum: Development tools
- Topic: Looking for Code to resolve noise expressions
- Replies: 1
- Views: 302
Re: Looking for Code to resolve noise expressions
Hello @Devs:
could you share the code which you use to resolve noise expressions? Like that every named noise expression/function and their local expressions and functions are replaced by their actual expression, so that only built-in constants and functions remain.
I need this to replace all ...
- Wed Jan 29, 2025 11:23 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 766
Re: "Noob" prototype "type checking" question
2. What happens if another mod deepcopy's an existing prototype (that I care about), adds a custom thing with the same/similar behavior, etc. And maybe I still want my logic to try to handle that "inheriting" prototype? I assume anything that's deepcopy()'d still has a duplicate of the original ...
- Wed Jan 29, 2025 11:02 am
- Forum: Gameplay Help
- Topic: Unable to select and area on Mac.
- Replies: 2
- Views: 237
Re: Unable to select and area on Mac.
What are the obvious reasons? I don't understand what you mean.I have come to a point where continuing the game is only fun if I get this option to work, for various obvious reasons.
- Wed Jan 29, 2025 11:00 am
- Forum: Modding help
- Topic: Retrieving Entity Icons. How?
- Replies: 3
- Views: 265
Re: Retrieving Entity Icons. How?
QwenLM helped me.
First: not `defines`, just `prototypes`
Second: not icons but sprites
for type, count in pairs(count_selection_entities(entities))
do
local prototype = prototypes['entity'][type]
if prototype ~= nil
then
local sprite = "entity/" .. type
end
end
Looks like you mostly ...
- Wed Jan 29, 2025 10:41 am
- Forum: Ideas and Suggestions
- Topic: Factory information is off screen.
- Replies: 7
- Views: 672
Re: Factory information is off screen.
Uncheck this:
EntityTooltips.png
That's a good solution. I have tried several and everything shows up in screen.
Thank you.
Another option is that you can uncheck that and set the "Tooltip delay" (or "Entity tooltip delay", I forget) slider to "Never" (all the way to the right). Then the ...
- Tue Jan 28, 2025 12:17 pm
- Forum: Modding help
- Topic: Change rocket_lift_weight
- Replies: 1
- Views: 476
Re: Change rocket_lift_weight
Hi folks,
I'm trying to make rocket bringing more items to my ISS, so I find a way to increase its lifting weight. I scan through lua-api factorio and found an interesting constant: rocket_lift_weight . It's in core/prototypes/utility-constants.lua , line 507. I change the value by add a 0 at the ...
- Tue Jan 28, 2025 12:07 pm
- Forum: Modding interface requests
- Topic: localised description for shortcuts
- Replies: 7
- Views: 379
Re: localised description for shortcuts
+1
Specifically I'd like to be able to alter the description of the Spidertron Remote shortcut. Currently it is hardcoded, and I can sort of override it by re-defining the locale key of one of the bullet points but
a) that looks a bit weird as I can only alter text of existing bullet points, not ...
Specifically I'd like to be able to alter the description of the Spidertron Remote shortcut. Currently it is hardcoded, and I can sort of override it by re-defining the locale key of one of the bullet points but
a) that looks a bit weird as I can only alter text of existing bullet points, not ...
- Fri Jan 24, 2025 2:51 pm
- Forum: Duplicates
- Topic: [2.0.32] Mod name colour is incorrect when highlight moves after update
- Replies: 1
- Views: 161
[2.0.32] Mod name colour is incorrect when highlight moves after update
To reproduce:
- Go to Mods > Updates
- Click on a mod name to highlight it (observe that the text colour goes from white/gray to black
- Click "Update"
- Observe that the mod you clicked on has been removed from the list, and the highlighted row has moved to the following mod
- Observe that the now ...
- Go to Mods > Updates
- Click on a mod name to highlight it (observe that the text colour goes from white/gray to black
- Click "Update"
- Observe that the mod you clicked on has been removed from the list, and the highlighted row has moved to the following mod
- Observe that the now ...
- Mon Jan 06, 2025 11:35 pm
- Forum: Modding help
- Topic: help with a mod
- Replies: 4
- Views: 405
Re: help with a mod
in version 2.0 what changed "game.entity prototypes"
How can I get prototypes
I wrote a porting guide which will help you answer these questions: https://github.com/tburrows13/factorio-2.0-mod-porting-guide
Specifically, try Control+F searching for "entity_prototypes" in https://github.com ...
- Tue Dec 17, 2024 1:27 pm
- Forum: Technical Help
- Topic: Help figuring out why gamespeed is low
- Replies: 6
- Views: 578
Re: Help figuring out why gamespeed is low
In case you hadn’t realised, SegmentedUnits are exclusively Demolishers on Vulcanus
- Tue Dec 17, 2024 1:23 pm
- Forum: Modding help
- Topic: How to hide quality icon on hidden entities
- Replies: 4
- Views: 376
Re: How to hide quality icon on hidden entities
Just set the indicator scale to 0: https://github.com/notnotmelon/maraxsis ... 9d5551d7c8