Search found 24 matches

by everything-narrative
Mon Aug 17, 2026 3:33 pm
Forum: Ideas and Suggestions
Topic: [2.1] Guide/documentation for parameterized blueprints.
Replies: 0
Views: 79

[2.1] Guide/documentation for parameterized blueprints.

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 ...
by everything-narrative
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Forum: Outdated/Not implemented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 ...
by everything-narrative
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 ...
by everything-narrative
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 ...
by everything-narrative
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 ...
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: 260

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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
by everything-narrative
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

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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
by everything-narrative
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 ...
by everything-narrative
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 ...
by everything-narrative
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 ...

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