Search found 65 matches

by freeafrica
Wed Sep 02, 2026 3:00 pm
Forum: Modding help
Topic: How does atomic bomb - `upper_distance_threshold` work?
Replies: 0
Views: 121

How does atomic bomb - `upper_distance_threshold` work?

I want to create explosive weapons, that work similarly as the atomic bomb , in a delayed "wavelike" manner, but with different parameters.

I've checked the `atomic-rocket` projectile-prototype and also checked the wiki . If I understand correctly, there is a basic area damage in the center ...
by freeafrica
Thu Aug 27, 2026 10:00 am
Forum: Modding help
Topic: Any chance "export_stack" API will handle any LuaItemStack?
Replies: 2
Views: 245

Re: Any chance "export_stack" API will handle any LuaItemStack?


“Get detailed contents” can be used backwards to move entire lines. Or if you just want a copy then clone the belt.


Thanks for your suggestion <3, iterating from the back helped for me. I am surprised, cause I've read the following on LuaItemStack :
In the instance this references an item on ...
by freeafrica
Wed Aug 26, 2026 8:59 pm
Forum: Modding help
Topic: Any chance "export_stack" API will handle any LuaItemStack?
Replies: 2
Views: 245

Any chance "export_stack" API will handle any LuaItemStack?

I would love to use `LuaItemStack:export_stack` call in my mod, to move around items from a massive amount of belts keeping stacks unchanged with same position, however it only covers items that have the ingame "export" functionality.

Currently I am using `get_detailed_contents` on the belt, to ...
by freeafrica
Fri Aug 07, 2026 11:59 am
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 74
Views: 18449

Re: Friday Facts #445 - The Biters Bite Back

It's really nice to have added early-game functionality for RADAR! During my DWM runs, I've always avoided building it, since it consumes a lot of energy (lot of pollution) and was not that important.

I have always adventured around a lot, early on my DWM runs, so I was using this "bug" (without ...
by freeafrica
Mon May 25, 2026 9:47 am
Forum: Modding help
Topic: Pump distance limit
Replies: 4
Views: 882

Re: Pump distance limit


Accidently I connected a refinery with a longer one, and even though the pipe section triggered an alert, the refinery received the oil, which was put in by an oil mine from the exact other end of the pipe.

If you let the refinery run for a bit, it will shut down eventually as the pipeline has ...
by freeafrica
Fri May 22, 2026 3:00 pm
Forum: Modding help
Topic: Pump distance limit
Replies: 4
Views: 882

Re: Pump distance limit


See https://lua-api.factorio.com/latest/types/FluidBox.html#max_pipeline_extent.


hey Loewchen, ty for your answer. I've created a mod where I've set this value for both normal and underground pipes. The visual feedback/alert in the game is properly triggered (i've set it to 33) when I use a ...
by freeafrica
Tue May 12, 2026 2:56 pm
Forum: Modding interface requests
Topic: Mesure PAUSE duration
Replies: 4
Views: 2537

Re: Mesure PAUSE duration

Bump on this. For me an event on `pause/resume` would be superb. I saw that Bob's similar request got put into won't-fix, however this one was still "open" so +1. Now my usecases:

As a gamer I rely heavily on pausing the game (i play on deathworld+++) to plan my next step. Pausing helps me to not ...
by freeafrica
Mon May 11, 2026 1:08 pm
Forum: Modding help
Topic: How to detect gleba rain
Replies: 0
Views: 271

How to detect gleba rain

So I've checked out data-raw-planet prototype , and found how the gleba rain is generated. However I have trouble founding how it is applied. Is that inside the core game code maybe?

I saw that it is a player-effect , so maybe I could check if an effect is present with the proper name, to decide if ...
by freeafrica
Sun May 10, 2026 11:49 am
Forum: Not a bug
Topic: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.
Replies: 6
Views: 2361

Re: [1.1.110] Pausing using the Editors "Time" Tab loops Autosave function.


I think I know what is going on and is easy to reproduce, same behaviour in 2.0.73.

If the time is paused but the game unpaused, the auto save functionality is still active and running. There is no "pause game" button in the editor time menu but a "pause time" button, therefore I think the ...
by freeafrica
Fri Mar 13, 2026 12:43 am
Forum: Modding help
Topic: Pump distance limit
Replies: 4
Views: 882

Pump distance limit

I was wondering if I could change the distance limit when pump is necessary to be added to a pipe line, however I didn't find any such value on the pump prototype, is it not possible to change that, or am I searching in the wrong place?
by freeafrica
Mon Sep 15, 2025 9:17 pm
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 68
Views: 28554

Re: Increase cargo size for Legendary Cargo Wagons and Fluid Wagons

+1, also just generally (w/o considering quality) I feel like trains are weak compared to how cheap/fast belting is...
by freeafrica
Sat Sep 06, 2025 12:42 pm
Forum: Show your Creations
Topic: Marathon deathworld behemoth worms
Replies: 3
Views: 3198

Re: Marathon deathworld behemoth worms

Nice one, I've enjoyed reading through your story, it seems like a satisfying challenge!

All of my play-throughs are DWMs. I've noticed w/ forest start there is 0 struggle and while I don't use the "preview" when generating worlds, I like the concept to reroll to find a lucky-one. So I needed to ...
by freeafrica
Fri Aug 29, 2025 1:18 pm
Forum: General discussion
Topic: Status of 2.1?
Replies: 31
Views: 27318

Re: Status of 2.1?

+1, I would love an FFF whats happening these days inside the company.
by freeafrica
Thu Jul 17, 2025 7:51 pm
Forum: Gameplay Help
Topic: Did circular belts always halt on full load?
Replies: 5
Views: 1915

Did circular belts always halt on full load?

I haven't played in a while and I stumbled upon something weird (for me at least). When I just build a simple circular belt, entities stop moving if the belt gets to fully loaded state.

Reproduce:
1. build a simple circular belt (no beg, no end, as they are connected together forming a circle)
2 ...
by freeafrica
Fri May 23, 2025 3:47 pm
Forum: Balancing
Topic: Landmines in the offense
Replies: 19
Views: 6193

Re: Landmines in the offense

+1 for this topic, landmines are way too overpowered, compared to how easy of a tech it is... also resource cost is super low.

Suggestion from OP makes also sense from biter role-perspective. Why would it attack a landmine? It does not create pollution, nor is it a direct threat, it's a stationary ...
by freeafrica
Tue Apr 29, 2025 2:12 pm
Forum: Ideas and Suggestions
Topic: Make difficulty based achievements
Replies: 10
Views: 8560

Re: Make difficulty based achievements

tl;dr; Sorry for necrobump, +1 for this idea
(I've read in the guidelines that one should avoid opening up an idea w/ an existing thread.)

It would be superawesome to have (even the same) achievements per difficulty-preset . I think there is a pretty big hardcore player base for this game who ...
by freeafrica
Thu Jan 23, 2025 3:41 pm
Forum: Modding help
Topic: Add resource cost for orbital drops.
Replies: 0
Views: 532

Add resource cost for orbital drops.

hi!

Idea : Implement necessary resource cost for orbital drops with a mod.
Background : Got zero exp with factorio-mod development, but have quite some, in general software development.
Need : I'm looking for some specific guidance what way could I implement this, maybe another mod did ...
by freeafrica
Fri Nov 08, 2024 12:58 pm
Forum: Not a bug
Topic: [2.0.15] Items picked up from ground on space-stations vanish.
Replies: 0
Views: 849

[2.0.15] Items picked up from ground on space-stations vanish.

Repro:
1. Have an asteroid collector with some stuff in its inventory.
2. Place an inserter that picks up an item from the collector and puts it onto the space-station ground.
3. (Optional) Remove/rotate the inserter.
4. Use right-click to "pick-up" the item from ground.

Current behavior: item ...
by freeafrica
Fri Nov 08, 2024 12:40 pm
Forum: Balancing
Topic: Isn't mining in earth orbit too OP?
Replies: 18
Views: 15100

Re: Isn't mining in earth orbit too OP?


Evolution still happens regardless, especially on death world, so it's not like you get away completely for free.


Wait, are u saying that space mining increases evolution, even doe' no pollution happens? Or that during the time u build out the space-mining logic, evolution happens because of ...
by freeafrica
Fri Nov 08, 2024 6:21 am
Forum: Balancing
Topic: Isn't mining in earth orbit too OP?
Replies: 18
Views: 15100

Isn't mining in earth orbit too OP?

For me it seems, easy energy with solar power... no pollution/no-evolution, infinite supply, hence no need to relocate mines... I can just dropship down everything for 0-resources.

I haven't yet reached any other planet orbit, but ATM i'm kinda gave up because this, I lost motivation. :/

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