TL;DR
Parameterized blueprints are awesome, let's document them better.
What?
A guide in the Tips and Tricks menu, detailing how to use them. The nature of parameters, placing a parameterized blueprint, what it means that the parameterization is evaluated top-to-bottom, examples of how to use ...
Search found 24 matches
- Mon Aug 17, 2026 3:33 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Guide/documentation for parameterized blueprints.
- Replies: 0
- Views: 79
- Mon Aug 17, 2026 2:39 pm
- Forum: Outdated/Not implemented
- Topic: [2.1] Minimum and maximum functions in arithmetic combinators.
- Replies: 1
- Views: 139
[2.1] Minimum and maximum functions in arithmetic combinators.
TL;DR
Add mininum and maximum functions to the arithmetic combinator.
What?
Add `min` and `max` to the existing set of operators, and implement them in the obvious way.
Why?
In lieu of the decider combinator getting a major upgrade, the arithmetic combinator is in need of some extra ...
Add mininum and maximum functions to the arithmetic combinator.
What?
Add `min` and `max` to the existing set of operators, and implement them in the obvious way.
Why?
In lieu of the decider combinator getting a major upgrade, the arithmetic combinator is in need of some extra ...
- Mon Aug 17, 2026 1:11 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Expand arithmetic combinator to functions of other arities.
- Replies: 1
- Views: 177
[2.1] Expand arithmetic combinator to functions of other arities.
TL;DR
Add more advanced functions to the arithmetic combinator, with other than two arguments.
What?
Expand the functionality of the arithmetic combinator to have functions with one, two, or three arguments.
1 argument
Common single argument functions include:
negation (-)
bitwise not ...
Add more advanced functions to the arithmetic combinator, with other than two arguments.
What?
Expand the functionality of the arithmetic combinator to have functions with one, two, or three arguments.
1 argument
Common single argument functions include:
negation (-)
bitwise not ...
- Mon Aug 17, 2026 12:20 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Explanatory tooltips for operations in combinators.
- Replies: 0
- Views: 85
[2.1] Explanatory tooltips for operations in combinators.
TL;DR
Add explanatory tooltip popups for the operator/comparator dropdown, to the benefit of players unfamiliar with the symbols.
See also: [2.1] Make arithmetic combinators more readable for non-programmers.
What?
Provide a popup tooltip for the arithmetic operators which provides a brief ...
Add explanatory tooltip popups for the operator/comparator dropdown, to the benefit of players unfamiliar with the symbols.
See also: [2.1] Make arithmetic combinators more readable for non-programmers.
What?
Provide a popup tooltip for the arithmetic operators which provides a brief ...
- Mon Aug 17, 2026 12:08 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Make arithmetic combinators more readable for non-programmers.
- Replies: 0
- Views: 121
[2.1] Make arithmetic combinators more readable for non-programmers.
TL;DR
Change the display names of the operators in the arithmetic combinator to align with the commonly used mathematical notation, rather than the conventions used in programming languages.
See also: [2.1] Explanatory tooltips for operations in arithmetic combinators.
What?
Replace the ...
Change the display names of the operators in the arithmetic combinator to align with the commonly used mathematical notation, rather than the conventions used in programming languages.
See also: [2.1] Explanatory tooltips for operations in arithmetic combinators.
What?
Replace the ...
- Thu Jun 18, 2026 11:27 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner: ability to deconstruct items in inventories
- Replies: 2
- Views: 260
Re: Deconstruction planner: ability to deconstruct items in inventories
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
- Thu Jun 18, 2026 9:42 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner: ability to deconstruct items in inventories
- Replies: 2
- Views: 260
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: 486
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: 486
[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: 306
[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: 404
[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: 4497
[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: 8856
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: 8856
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: 3636
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: 3636
[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: 1312
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: 2248
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: 2248
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: 1295
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 ...