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 ...
Search found 1330 matches
- Sat Mar 14, 2026 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Implicitly enabled mods
- Replies: 1
- Views: 385
- 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 ...
If you make your own graphics, you ...
- 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 ...
- 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 ...
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 ...
- 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.
- 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.
- 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?
- 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 ...
- 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 ...
- 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?
- 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 ...
Any repair packs taken from the passive provider that don ...
- 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 ...
- 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.
- 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 ...
- 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
Glad to hear it. The documentation is the best part of Factorio's API, if you ignore it you are missing out.
- 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 ...
The error messages ...
- Sat Dec 06, 2025 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Automatically set locomotive to manual driving when selecting "drive remotely"
- Replies: 5
- Views: 768
- 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 ...
- 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 ...
Check to see that you have all the flags ...
- 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 ...