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 ...
Search found 65 matches
- Wed Sep 02, 2026 3:00 pm
- Forum: Modding help
- Topic: How does atomic bomb - `upper_distance_threshold` work?
- Replies: 0
- Views: 121
- 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 ...
- 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 ...
Currently I am using `get_detailed_contents` on the belt, to ...
- 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 ...
I have always adventured around a lot, early on my DWM runs, so I was using this "bug" (without ...
- 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 ...
- 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 ...
- 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 ...
As a gamer I rely heavily on pausing the game (i play on deathworld+++) to plan my next step. Pausing helps me to not ...
- 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 ...
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 ...
- 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 ...
- 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?
- 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...
- 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 ...
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 ...
- 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.
- 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 ...
Reproduce:
1. build a simple circular belt (no beg, no end, as they are connected together forming a circle)
2 ...
- 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 ...
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 ...
- 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 ...
(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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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. :/
I haven't yet reached any other planet orbit, but ATM i'm kinda gave up because this, I lost motivation. :/