Search found 662 matches
- Sun Jun 22, 2025 7:58 pm
- Forum: Modding interface requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 1
- Views: 140
Re: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
And don't forget about pollution, which is also capped at 20%.
- Sun Jun 22, 2025 12:25 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 494
Re: Importing any basic data from protoype stage to runtime
I agree. You can already enforce specific playstyles by checking in runtime stage (as, for example, Space Exploration does), so it won't make things worse. But validation makes more sense during game startup, along with the similar native checks.
- Sat Jun 21, 2025 3:34 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 494
- Sat Jun 21, 2025 4:26 am
- Forum: Modding interface requests
- Topic: input_action for /open
- Replies: 1
- Views: 139
Re: input_action for /open
At this rate you are just better off making a custom command with a custom permission exclusively for banning.
- Thu Jun 19, 2025 3:49 pm
- Forum: Resolved Requests
- Topic: QualityPrototype::range_multiplier name unclear
- Replies: 1
- Views: 125
QualityPrototype::range_multiplier name unclear
There are multiple properties in the API called "range". This needs a description for what it affects.
- Wed Jun 18, 2025 10:38 am
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 31
- Views: 1818
Re: QualityPrototype extended
Ideally, each quality version of the affected prototypes should be adjustable separately. The above idea of supporting expressions would be a good start.
range_multiplier
Range of what? Artillery turret? Regular turret? Radar? Rail support? Agricultural tower? Lightning attractor? Capsule? Ammo ...
range_multiplier
Range of what? Artillery turret? Regular turret? Radar? Rail support? Agricultural tower? Lightning attractor? Capsule? Ammo ...
- Tue Jun 10, 2025 8:03 am
- Forum: Modding interface requests
- Topic: Alternative to build_from_cursor with same non-cursor-related features
- Replies: 8
- Views: 785
Re: Alternative to build_from_cursor with same non-cursor-related features
create_entity already has most of those, if not all. The only things it doesn't do are automagically use the player's cursor's direction (which you can get) and (IIRC) decrement item count in the stack.
- Wed Jun 04, 2025 7:18 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 5
- Views: 774
Re: BeaconPrototype.profile but for modules
Oh, so every entity's module profile is limited to its own modules? Beacons don't affect it?
- Wed Jun 04, 2025 7:16 am
- Forum: Implemented mod requests
- Topic: input_action for /cheat
- Replies: 10
- Views: 863
Re: input_action for /cheat
There are permissions for editor, though.
- Wed Jun 04, 2025 12:18 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 5
- Views: 774
Re: BeaconPrototype.profile but for modules
And what of the modules in beacons? Do they count? Does the count get multiplied by the beacon's effect multiplier, resulting in a fractional number? How are you going to define a profile then?
- Wed Jun 04, 2025 12:06 am
- Forum: Implemented mod requests
- Topic: input_action for /cheat
- Replies: 10
- Views: 863
Re: input_action for /cheat
Oh, right. I always forget that the cheat command also researches all technologies. Then a permission (or some way) to control it is vital.
- Tue Jun 03, 2025 8:07 pm
- Forum: Implemented mod requests
- Topic: input_action for /cheat
- Replies: 10
- Views: 863
Re: input_action for /cheat
Irrelevant to the request, but if they can't be trusted with not cheating, then surely they can't be trusted with not abusing ban powers.
- Fri May 30, 2025 2:03 pm
- Forum: Modding interface requests
- Topic: Regarding disabled prerequisites still blocking
- Replies: 2
- Views: 402
Re: Prerequisites no longer blocking when disabled
I assume you mean when visible_when_disabled is set to false. Surely it's valid to want to deliberately block a part of tech tree (e.g. for mutually exclusive branches).
Ideally, this should be its own separate property altogether, required_when_disabled.
Ideally, this should be its own separate property altogether, required_when_disabled.
- Tue May 27, 2025 12:41 pm
- Forum: Documentation Improvement Requests
- Topic: events raised in on_init get skipped by mods already present on the save
- Replies: 4
- Views: 622
Re: events raised in on_init get skipped by mods already present on the save
Same for on_init, but you don't seem to have a problem with that.
- Mon May 26, 2025 6:46 am
- Forum: Resolved Requests
- Topic: defines.entity_status.broken cannot be set through LuaEntity::status
- Replies: 6
- Views: 772
Re: defines.entity_status.broken cannot be set through LuaEntity::status
I assumed that it was a legacy artifact, but after looking into it I've found both broken status and custom status (and default status for containers) have appeared in 2.0.7. Really makes no sense.
- Sun May 25, 2025 11:56 am
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 4
- Views: 558
Re: Define Primary Recipe on Item / Fluid
This is how the recipe/product merging should have been done from the start, not via mystic relation between prototype names (which only causes problems).
- Sun May 25, 2025 5:13 am
- Forum: Documentation Improvement Requests
- Topic: option to filter LuaEntity members by entity type
- Replies: 4
- Views: 575
Re: option to filter LuaEntity members by entity type
I think, there were plans to split the LuaEntity class entirely? Or maybe that was for LuaEntityPrototype.
- Sun May 25, 2025 5:08 am
- Forum: Resolved Requests
- Topic: defines.entity_status.broken cannot be set through LuaEntity::status
- Replies: 6
- Views: 772
Re: defines.entity_status.broken cannot be set through LuaEntity::status
That doesn't make any sense either. You can't specify one of the predefined states with that.Rseding91 wrote: Sun May 25, 2025 2:17 am It should be https://lua-api.factorio.com/latest/cla ... tom_status
- Sat May 24, 2025 1:01 am
- Forum: Modding interface requests
- Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
- Replies: 6
- Views: 554
Re: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
Change type and name. Then why remove the old property now? This breaking change can be postponed till 2.1. It's just a regular feature request aside from that.
- Sat May 24, 2025 12:50 am
- Forum: Modding interface requests
- Topic: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
- Replies: 6
- Views: 554
Re: Breaking changes: aligning furnace.cant_insert_at_source_message_key and the rest
Can't be called a key. Because it's not a key. And right now it's called a key.Honktown wrote: Sat May 24, 2025 12:46 am 2) ' If you want to change it to a localized string, it can't be called a key anymore. '
I don't understand this statement. Yes. Changing the type permitted changes the type permitted.