Search found 19 matches

by everything-narrative
Thu Jun 18, 2026 11:27 am
Forum: Ideas and Suggestions
Topic: Deconstruction planner: ability to deconstruct items in inventories
Replies: 2
Views: 203

Re: Deconstruction planner: ability to deconstruct items in inventories

radical_larry wrote: Thu Jun 18, 2026 9:46 am That would also be really good if it applied to belts, so we would finally have a way to clear them out without rebuilding them
Very good point!
by everything-narrative
Thu Jun 18, 2026 9:42 am
Forum: Ideas and Suggestions
Topic: Deconstruction planner: ability to deconstruct items in inventories
Replies: 2
Views: 203

Deconstruction planner: ability to deconstruct items in inventories

What?

In map/radar view you can deconstruct items in inventories by clicking on them, summoning construction bots to fetch them. Like so:

Decon.png

Deconstruction planners should be able to do this on a mass-scale, using filters.

Why?

The other day I wanted to transition several smelting ...
by everything-narrative
Mon Jun 01, 2026 12:27 pm
Forum: Resolved Problems and Bugs
Topic: [Modding] Setting string.icon to non-nil value crashes the game.
Replies: 3
Views: 406

Re: [Modding] Setting string.icon to non-nil value crashes the game.

Thank you. I'll deprecate the mod once the issue is resolved. Glad to hear it is being addressed, always a big fan of improving code quality, readability, and idiomatic-ness(?)

Happy coding!

(Also I am currently on garden leave and have a lot of time on my hands, so if it'd be useful, I'd love to ...
by everything-narrative
Mon Jun 01, 2026 3:30 am
Forum: Resolved Problems and Bugs
Topic: [Modding] Setting string.icon to non-nil value crashes the game.
Replies: 3
Views: 406

[Modding] Setting string.icon to non-nil value crashes the game.

As demonstrated here:

https://mods.factorio.com/mod/OnTheImportanceOfCheckingYourTypes

On line 62 in base/data-updates.lua there is a check for whether something is a filename or an IconData whcih relies on table lookups in strings going through the metatable into the global string table, and so ...
by everything-narrative
Wed May 27, 2026 3:31 pm
Forum: Modding interface requests
Topic: [Mod API] LuaSurface::daytime_parameters should have corresponding PlanetPrototype field
Replies: 1
Views: 232

[Mod API] LuaSurface::daytime_parameters should have corresponding PlanetPrototype field

TL;DR
Every planet has the same day-night cycle. This can be changed by mods, but only in the Control stage, which seems like an oversight.

What?
I suggest introducing a an optional field on the PlanetPrototype or SurfacePrototype , along the lines of:

daytime_parameters (optional ...
by everything-narrative
Mon May 18, 2026 8:02 am
Forum: Won't fix.
Topic: [2.0.76] Missing localisation names on space-age dying explosion entities
Replies: 1
Views: 293

[2.0.76] Missing localisation names on space-age dying explosion entities

I was poking around in the map editor and notiecd that several Space-age related dying explosion entities do not have the localisation_name property set. Almost all entities in the base mod has localisation_name = { "dying-explosion", { "entityt-name.some-entity" } } but these don't.

The following ...
by everything-narrative
Mon Aug 23, 2021 8:07 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.38] Blueprint snapping rectangle flag renders behind part of roboport graphic.
Replies: 1
Views: 4396

[Genhis] [1.1.38] Blueprint snapping rectangle flag renders behind part of roboport graphic.

Problem description:

The little flag showing the center of the blueprint snapping rectangle doesn't render if there's a roboport in the way.

It would seem the flag renders under a layer of the roboport graphic.

Steps to reproduce:


Create a blueprint of consisting only of a roboport ...
by everything-narrative
Thu Jul 29, 2021 2:13 pm
Forum: Implemented mod requests
Topic: Linked chest wire interface
Replies: 11
Views: 8635

Re: Linked chest wire interface

PFQNiet wrote: Wed Jul 28, 2021 8:44 pm Although, setting linked chest ID by circuit signal would be interesting...
But not the point of this suggestion.
by everything-narrative
Wed Jul 28, 2021 4:14 pm
Forum: Implemented mod requests
Topic: Linked chest wire interface
Replies: 11
Views: 8635

Linked chest wire interface

TL;DR
The linked chest cheat item does not support wire connections β€” it should work the same
as other chests.

What ?
Linked chests are a cheat item that allows separate chests to have the same inventory, using a 32 bit ID. It can be created in Editor mode.

Currently, wires cannot connect to ...
by everything-narrative
Mon Jun 07, 2021 9:46 am
Forum: Not a bug
Topic: [1.1.34] Modding: graphics errors with layered recipe icons.
Replies: 3
Views: 3535

Re: [1.1.34] Modding: graphics errors with layered recipe icons.


Thanks for the report.
None of this is a bug. Icon layers are borderline unusable except for the case in vanilla for which they were added (barrel recipes) but that's not a bug.

https://forums.factorio.com/viewtopic.php?p=434010#p434010

I am considering redesigning icon layer definitions for ...
by everything-narrative
Sun Jun 06, 2021 11:43 am
Forum: Not a bug
Topic: [1.1.34] Modding: graphics errors with layered recipe icons.
Replies: 3
Views: 3535

[1.1.34] Modding: graphics errors with layered recipe icons.

Description

The bug manifests as a strange rendering of recipe icon generated using the icons property for layered icons.

First, when rendering on an assembler in alt-mode, the top layer isn't properly shadowed:
crush-brick-icon-error.png

Second, when rendering in the crafting menu, the icon ...
by everything-narrative
Wed Dec 02, 2020 1:22 pm
Forum: Modding help
Topic: I need to specify many changes in partial-conversion mod.
Replies: 1
Views: 1264

I need to specify many changes in partial-conversion mod.

I'm working on a partial conversion mod, and I need to specify changes to hundreds of recipes. Rather than working directly with the data in a tedious and error-prone fashion, it would be nice to use some tools.

Are there any modding libraries out there which would aid in that, or do I have to roll ...
by everything-narrative
Fri Jul 31, 2020 9:57 am
Forum: Modding help
Topic: Cliff generation on water?
Replies: 3
Views: 2196

Re: Cliff generation on water?



Is it possible to make cliffs generate on water?

I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge.

I'm fairly new to modding, having done recipe and ...
by everything-narrative
Thu Jul 30, 2020 9:55 am
Forum: Modding help
Topic: Cliff generation on water?
Replies: 3
Views: 2196

Cliff generation on water?

Is it possible to make cliffs generate on water?

I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge.

I'm fairly new to modding, having done recipe and ...
by everything-narrative
Wed Mar 18, 2020 6:02 pm
Forum: Implemented Suggestions
Topic: Blueprint "Save Copy" Button
Replies: 0
Views: 1260

Blueprint "Save Copy" Button

TL;DR

Add a button in the blueprint GUI that saves a copy to character inventory.

What?

See above. Simply, the game lacks an easy way to create a duplicate blueprint.

It is possible to add blueprints to the library and then get copies that way; this feature would be a QOL improvement when ...
by everything-narrative
Thu Feb 06, 2020 3:49 pm
Forum: Technical Help
Topic: [RESOLVED] [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)
Replies: 3
Views: 3425

Re: [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)

posila wrote: Thu Feb 06, 2020 9:53 am Maybe similar issue as here? 77502
Sadly, no; I do not have that specific package installed, and glxgears runs just fine on my machine.
by everything-narrative
Thu Feb 06, 2020 9:18 am
Forum: Technical Help
Topic: [RESOLVED] [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)
Replies: 3
Views: 3425

[RESOLVED] [0.17.79] OpenGL problem appeared after software updates (Ubuntu 18.04)

Problem resolved!!! Seems like it was a bug introduced upstream. Another software update resolved the issue... *shrug*

After running a full apt-get upgrade I can no longer run Factorio.

The error is a popup that says Failed to create OpenGL context: Could not create GL context: BadValue (integer ...
by everything-narrative
Wed Jan 22, 2020 1:51 pm
Forum: Modding interface requests
Topic: [MOD API] Expand the EnergySource with a 'solar' type
Replies: 2
Views: 2477

[MOD API] Expand the EnergySource with a 'solar' type

TL;DR
Add a 'solar' type to the EnergySource prototype, allowing for entitties that generate free power with the same intensity curve/duty cycle pattern as vanilla solar panels.

What ?
Currently there is no way to define custom solar-powered entities without resorting to silly Lua-based ...
by everything-narrative
Fri Aug 16, 2019 6:24 pm
Forum: Ideas and Suggestions
Topic: Making Solar More Viable with Modules & Efficiency Research
Replies: 4
Views: 2708

Making Solar More Viable with Modules & Efficiency Research

TL;DR

Solar isn't the best option for energy generation, especially late-game, and extant mods add new tech trees, instead of mirroring base Factorio content: efficiency research and modules.

What ?

Proposal 1: Allow solar panels and accumulators to take modules and be affected by beacons ...

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