Very good point!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
Search found 19 matches
- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
The following ...
- 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 ...
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 ...
- 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
But not the point of this suggestion.PFQNiet wrote: Wed Jul 28, 2021 8:44 pm Although, setting linked chest ID by circuit signal would be interesting...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
Are there any modding libraries out there which would aid in that, or do I have to roll ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...