Search found 313 matches

by Natha
Sat May 09, 2026 10:45 am
Forum: Modding help
Topic: Hide player UI for menu simulations
Replies: 5
Views: 318

Re: Hide player UI for menu simulations

half a cat wrote: Sat May 09, 2026 3:08 amThe Bob's Adjustable Inserters button on the top-left of the screen stays visible.
If you press F4, you can check the debug setting "hide-mod-guis"
by Natha
Fri May 08, 2026 10:19 pm
Forum: Modding help
Topic: Hide player UI for menu simulations
Replies: 5
Views: 318

Re: Hide player UI for menu simulations

I saved the game after hiding the quickbar and everything else: https://lua-api.factorio.com/latest/con ... w_quickbar
by Natha
Wed Apr 15, 2026 8:48 pm
Forum: Modding help
Topic: What is the NoiseExpression stone uses?
Replies: 2
Views: 476

Re: What is the NoiseExpression stone uses?

You'd have to reverse engineer it from the `autoplace` field in the resource prototype definition. Its quite nested with a lot of lua functions and the expression itself consists of many noise functions.
by Natha
Fri Feb 20, 2026 3:22 pm
Forum: Not a bug
Topic: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction
Replies: 4
Views: 716

Re: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction


Unfortunately without a save file and reproduction steps i am going to throw this to Not a bug. When a spidertron is marked to be deconstructed the construction robots in the air gets detached from spidertron's network and will seek another network to join, regardless of how far those networks are ...
by Natha
Thu Feb 19, 2026 9:20 pm
Forum: Not a bug
Topic: [2.0.75] Construction robots loose roboport after marking spidertron for deconstruction
Replies: 4
Views: 716

[2.0.75] Construction robots loose roboport after marking spidertron for deconstruction

Have a spidertron with roboport. Do an action (building/deconstructing) to let some robots swarm out. While they are outside of the spidertron, mine the spidertron in remote view to mark it for deconstruction. Now the robots send an alert "not enough empty roboport slots available" and stay on their ...
by Natha
Sun Feb 15, 2026 9:52 am
Forum: Ideas and Suggestions
Topic: Circuit wait condition: Anything signal
Replies: 2
Views: 526

Re: Circuit wait condition: Anything signal

Thanks, how genius is that!
by Natha
Sat Feb 14, 2026 11:11 am
Forum: Ideas and Suggestions
Topic: Circuit wait condition: Anything signal
Replies: 2
Views: 526

Circuit wait condition: Anything signal

Allow the "Anything" or "All" signal in circuit wait conditions for trains.
by Natha
Mon Jan 19, 2026 8:50 pm
Forum: Modding help
Topic: Crafting Categories
Replies: 4
Views: 908

Re: Crafting Categories

Try to insert the category in data-final-fixes.lua
by Natha
Mon Jan 19, 2026 3:49 pm
Forum: Modding help
Topic: Crafting Categories
Replies: 4
Views: 908

Re: Crafting Categories

What is not working?
by Natha
Sun Jan 11, 2026 10:14 am
Forum: Modding help
Topic: NoiseFunction parameter defaults
Replies: 1
Views: 415

Re: NoiseFunction parameter defaults

I don't think thats possible, as multioctave_noise is a built-in function that is not defined anywhere in Lua code
by Natha
Fri Jan 09, 2026 7:24 pm
Forum: Modding help
Topic: [solved] Detect Ghosts before building
Replies: 4
Views: 678

Re: Detect Ghosts before building.

If the ghost has tags set, you will find them in the event data
by Natha
Sat Jan 03, 2026 1:33 pm
Forum: Modding help
Topic: Recipe is not selectable in circuit network
Replies: 5
Views: 659

Re: Recipe is not selectable in circuit network

For the technology issue, do you have specified the recipe twice as unlock-recipe?
by Natha
Sat Jan 03, 2026 11:56 am
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 8
Views: 1740

Re: Better blueprints idea - auto upgrade/downgrade


I thinked of this when doing a mod. The problem is that entity "upgrade" is not always a compatible upgrade, specially underground belt, if you paste a blueprint that do underground belt spaghetti, and downgrade all of them to the same underground tier the blueprint will not work. Also range of ...
by Natha
Tue Dec 30, 2025 9:16 pm
Forum: Modding help
Topic: Is there a way to hide items from the "no material for construction" alert?
Replies: 3
Views: 556

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

robot256 wrote: Tue Dec 30, 2025 8:20 pm What about assigning the ghost entity to a dummy neutral force?
You know, this is the solution. Thanks a lot! I don't even need a "dummy" force, just setting the ghost to neutral makes the logistic network not trying to deliver items.
by Natha
Tue Dec 30, 2025 8:00 pm
Forum: Modding help
Topic: Is there a way to hide items from the "no material for construction" alert?
Replies: 3
Views: 556

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

For internal reasons, I have an entity which I create as a ghost and destroy it usually. To make it placeable as a ghost, I had to create a dummy item with place_result set to this entity. However, if this ghost is placed inside a logistic network, it shows that the ghost is missing materials for ...
by Natha
Tue Dec 30, 2025 1:47 pm
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 8
Views: 1740

Re: Better blueprints idea - auto upgrade/downgrade

I created the mod. It was not as complex as I initially thought:
https://mods.factorio.com/mod/blueprint-auto-downgrade
by Natha
Mon Dec 15, 2025 10:19 pm
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 8
Views: 1740

Re: Better blueprints idea - auto upgrade/downgrade

I'd be interested in (co-)developing such a mod. My idea is to provide a dialog upon placement, if one of the entities is not available in the logistic network. Then for each of those entities (maybe also include a check if available entities >= amount needed), show possible candidates to replace ...

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