Search found 1330 matches

by robot256
Sat Mar 14, 2026 6:46 pm
Forum: Ideas and Suggestions
Topic: Implicitly enabled mods
Replies: 1
Views: 385

Re: Implicitly enabled mods

The second line is how it currently behaves. The third line is the new, complicated behavior being requested. But the first line is not entirely true as of 2.0.76.

The current behavior is that when a new mod is downloaded, it is automatically enabled. Any of its dependencies that are not yet ...
by robot256
Sat Mar 14, 2026 4:21 pm
Forum: Modding help
Topic: The ability to enable "space age" without adding its content
Replies: 6
Views: 491

Re: The ability to enable "space age" without adding its content

Look at how Xorimuth made the Mech Armor mod, for example. You are allowed to copy assets from Space Age into your own mod as long as your mod requires the Space Age feature flags (so you have to own the DLC to use it) and it's only distributed on the mod portal.

If you make your own graphics, you ...
by robot256
Sat Mar 07, 2026 5:13 am
Forum: Bug Reports
Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
Replies: 3
Views: 343

Re: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.


Sounds similar to https://forums.factorio.com/118266


Yes, it is the same issue. The arguments made in that thread for changing the behavior remain valid, and the arguments for keeping it as is remain absent. I will let someone else write the requested suggestion thread to say "please fix this ...
by robot256
Sun Feb 22, 2026 7:49 pm
Forum: Modding help
Topic: Confusing behavior of LuaSurface can_place_entity
Replies: 0
Views: 223

Confusing behavior of LuaSurface can_place_entity

TL;DR I cannot figure out how to make the "forced" parameter of LuaSurface::can_place_entity() change the result of the function.

LuaSurface::can_place_entity() has a "forced" parameter with the following description: "If true, entities that can be marked for deconstruction are ignored. Only used ...
by robot256
Wed Jan 21, 2026 4:18 am
Forum: Modding interface requests
Topic: Suggested / Compatibility / Integration type flag for mod developers
Replies: 4
Views: 512

Re: Suggested / Compatibility / Integration type flag for mod developers

Isn't this what the mod description field/page is for? Text entered there is included in search results.
by robot256
Tue Jan 20, 2026 12:29 pm
Forum: Ideas and Suggestions
Topic: Train Condition - Cargo Not Full
Replies: 11
Views: 971

Re: Train Condition - Cargo Not Full

What if you flip the script? Have the train constantly go to mines, then interrupt triggers when cargo is full and send it to unloading. Thanks for the explanation, I will not hijack your thread anymore.
by robot256
Tue Jan 20, 2026 4:39 am
Forum: Ideas and Suggestions
Topic: Train Condition - Cargo Not Full
Replies: 11
Views: 971

Re: Train Condition - Cargo Not Full

Just curious, what were you building? You want an interrupt to trigger when the train is partially full? Would that not trigger most of the time, i.e. as soon as one item was removed from a full train or one item was added to an empty train?
by robot256
Mon Jan 19, 2026 9:23 pm
Forum: Technical Help
Topic: [2.0.73]Is normal blueprint library can't work in previous version ?
Replies: 5
Views: 745

Re: [2.0.73]Is normal blueprint library can't work in previous version ?

If you frequently play with different versions of the game, the only advice we can give is to use one or more portable zip installations and manually backup and copy blueprints between them. I never use the personal blueprint library because I change installs/computers so often. I use the "game ...
by robot256
Fri Jan 09, 2026 3:25 pm
Forum: Modding help
Topic: [unsolvable] Intermediate products are not working
Replies: 7
Views: 1076

Re: [unsolvable] Intermediate products are not working

I think that is most likely the case. I know that Wube has intentionally not added many handcrafting optimizations in order to encourage factory use. People have asked before that handcrafting select which recipe to use based on what items are in the player inventory, but I don't think that was ...
by robot256
Tue Dec 30, 2025 8:20 pm
Forum: Modding help
Topic: Is there a way to hide items from the "no material for construction" alert?
Replies: 3
Views: 446

Re: Is there a way to hide items from the "no material for construction" alert?

What about assigning the ghost entity to a dummy neutral force?
by robot256
Tue Dec 30, 2025 3:04 pm
Forum: Ideas and Suggestions
Topic: Roboports should be higher priority storage
Replies: 5
Views: 834

Re: Roboports should be higher priority storage

I appreciate the discussion and OP's contributions. I have a better understanding of how the current system works and no longer see a need to change it. The solution to OP's problem is to build a single unfiltered storage chest, full stop.

Any repair packs taken from the passive provider that don ...
by robot256
Tue Dec 23, 2025 6:48 pm
Forum: Not a bug
Topic: [2.0.72] bots keep taking repair packs and stuck themselves
Replies: 13
Views: 1480

Re: [2.0.72] bots keep taking repair packs and stuck themselves




Rseding was trying to say that construction robots don't respect storage priorities at all and never will



They do respect storage priorities. There is no storage or requester in the logistic network shown in the screenshots and so nowhere for the robots to put repair packs.


So the shown ...
by robot256
Tue Dec 23, 2025 5:48 pm
Forum: Gameplay Help
Topic: Combine product and quality signal
Replies: 4
Views: 519

Re: Combine product and quality signal

Been a while since I tried it, but look at the new Selector Combinator and try the "quality transfer" mode.
by robot256
Tue Dec 23, 2025 5:41 pm
Forum: Not a bug
Topic: [2.0.72] bots keep taking repair packs and stuck themselves
Replies: 13
Views: 1480

Re: [2.0.72] bots keep taking repair packs and stuck themselves



Construction robots and roboports were never meant to be fully functional without storage chests for repair packs that don't end up fitting. You simply need to build storage chests for the repair packs.


Would it be possible to change that and make roboports a higher priority source for the ...
by robot256
Sun Dec 14, 2025 2:02 pm
Forum: Modding help
Topic: surface.create_entity throwing strange errors when fast replacing a Tank
Replies: 4
Views: 669

Re: surface.create_entity throwing strange errors when fast replacing a Tank

guy smiley wrote: Sat Dec 13, 2025 5:58 am Yup, all sorted now, tyvm.
Glad to hear it. The documentation is the best part of Factorio's API, if you ignore it you are missing out.
by robot256
Fri Dec 12, 2025 1:02 pm
Forum: Modding help
Topic: surface.create_entity throwing strange errors when fast replacing a Tank
Replies: 4
Views: 669

Re: surface.create_entity throwing strange errors when fast replacing a Tank

FYI, it is not possible to directly reassign a LuaEquipmentGrid or LuaInventory object from one entity to another, i.e. change the owner of an existing object. The contents of the old one must be copied somehow into the new one that is automatically created for the new entity.

The error messages ...
by robot256
Tue Nov 25, 2025 7:29 pm
Forum: Not a bug
Topic: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions
Replies: 3
Views: 1003

Re: [2.0.72] Parametrized train interrupt fails to use parameter in "item count" wait conditions

The Circuit Signal Wildcard will be filled in with the first signal that meets the condition. It will be filled in everywhere in the interrupt that the Circuit Signal Wildcard appears. It will *not* fill in slots containing the Item Wildcard, because it is a signal not an item. Unless I'm completely ...
by robot256
Mon Nov 24, 2025 12:18 am
Forum: Modding help
Topic: [unsolvable] Intermediate products are not working
Replies: 7
Views: 1076

Re: Intermediate products are not working

There have been issues in the past with recipes not being usable as handcrafting intermediates. Some were modder mistakes and some were engine bugs, like this one: https://forums.factorio.com/viewtopic.php?p=540359&hilit=Handcrafting+intermediate#p540359

Check to see that you have all the flags ...
by robot256
Fri Nov 14, 2025 3:30 pm
Forum: Technical Help
Topic: Corrupt map: unknown quality prototype ID 140.
Replies: 5
Views: 1019

Re: Corrupt map: unknown quality prototype ID 140.

Unfortunately, for performance reasons the game does not validate the game state when it is saved, only when it is loaded. Some people make backup every day for this reason. If you have any sort of file backup application installed on your computer, you can look for older copies of the save file ...

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