The internal 1x1 Lane splitter entity was added in Factorio 2.0. If fed a single-lane input, it distributes that lane across both output lanes, balancing them. However, for a full two-lane input AB, it just transposes the lanes to BA.
I haven't seen a mod make use of it, and I believe that's ...
Search found 158 matches
- Wed Jun 03, 2026 8:38 pm
- Forum: Modding interface requests
- Topic: Entity: 1x1 Lane balancer
- Replies: 0
- Views: 146
- Tue Jun 02, 2026 9:04 pm
- Forum: Modding interface requests
- Topic: Runtime read of the player's quickbar count
- Replies: 0
- Views: 116
Runtime read of the player's quickbar count
Having this in game state or events would be useful in drawing GUIs to avoid overlapping the quickbars.
- Mon Jun 01, 2026 2:57 pm
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 9
- Views: 1016
- Mon Jun 01, 2026 2:57 pm
- Forum: Modding interface requests
- Topic: Item flag hide-spoilage-bar-in-inventories
- Replies: 0
- Views: 97
Item flag hide-spoilage-bar-in-inventories
This week in asking for a foot after being given an inch, we have a follow-up to https://forums.factorio.com/viewtopic.php?t=133072.
Depending on how difficult this is to implement, and whether along with "hide-spoilage-bar-in-world" it suffices to hide the spoilage bar everywhere, this could be an ...
Depending on how difficult this is to implement, and whether along with "hide-spoilage-bar-in-world" it suffices to hide the spoilage bar everywhere, this could be an ...
- Sun May 31, 2026 12:52 pm
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 9
- Views: 1016
Re: ItemPrototype::spoil_bar_visible
Reopening this with a new request: Would it be difficult to add one or more further booleans which hide the spoil bar inside inventories (including the cursor)? This is a less common use case, but creative modders will find uses for it.
- Thu May 28, 2026 12:16 pm
- Forum: Implemented mod requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 10
- Views: 2299
Re: Quality support for radius_visualisation_specification
Thank-you Bilka!
- Fri Mar 13, 2026 7:05 am
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 9
- Views: 1016
ItemPrototype::spoil_bar_visible
For items that spoil in a loop into each other, especially with short timers, when sitting on belts it can sometimes be visually noisy to have the spoil bar visible (when in alt mode). An API like this defaulting to true would allow modders to disable this behavior.
For this proposal I believe the ...
For this proposal I believe the ...
- Mon Feb 16, 2026 6:06 pm
- Forum: Modding interface requests
- Topic: Space-effect parallax in camera GUIs
- Replies: 0
- Views: 434
Space-effect parallax in camera GUIs
When empty space tiles (or others with `effect = "space"`) are viewed through a camera GUI, the parallax effect of the stars accounts for the zoom of the viewing player. If my understanding is correct, the position for parallax is taken as the position of the camera GUI on the screen.
For certain ...
For certain ...
- Fri Feb 13, 2026 6:04 pm
- Forum: Modding interface requests
- Topic: RecipePrototype::single_use
- Replies: 3
- Views: 681
Re: RecipePrototype::single_craft
That is addressed in the OP.
- Fri Feb 13, 2026 1:09 pm
- Forum: Modding interface requests
- Topic: RecipePrototype::single_use
- Replies: 3
- Views: 681
RecipePrototype::single_use
Several times I have wanted to give the player a handcrafting recipe that they are only supposed to craft once. The recipe is disabled by script after they craft it (nowadays likely by a spoilage trigger), and a script processes the player's crafting queue to cancel any additional crafts of the one ...
- Thu Feb 12, 2026 9:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.75] Item cannot be launched to orbit manually
- Replies: 2
- Views: 3985
Re: [Genhis][2.0.75] Item cannot be launched to orbit manually
Thanks, much appreciated
- Thu Feb 12, 2026 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.75] Item cannot be launched to orbit manually
- Replies: 2
- Views: 3985
[Genhis][2.0.75] Item cannot be launched to orbit manually
It seems that since version 2.0.74, there is broken functionality for some items with `send_to_orbit_mode = "manual"`.
Attached is a save in which such an item (`cerys-hydrogen-bomb`) is placed in a rocket inventory. Clicking the silo, then 'Deliver cargo' and 'Orbit', has no effect and the rocket ...
Attached is a save in which such an item (`cerys-hydrogen-bomb`) is placed in a rocket inventory. Clicking the silo, then 'Deliver cargo' and 'Orbit', has no effect and the rocket ...
- Tue Feb 10, 2026 6:38 pm
- Forum: Implemented mod requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 10
- Views: 2299
Re: Quality support for radius_visualisation_specification
Cerys uses that trick elsewhere, but it isn’t feasible here. It's a freely buildable entity in a popular mod so the solution should be interchangeable in the various game systems: pipette, recipe signals, quality-switching shortcuts, ...
- Mon Feb 09, 2026 8:06 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::animations
- Replies: 2
- Views: 514
Re: ItemPrototype::animations
Thanks for the reply.
- Mon Feb 09, 2026 4:21 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::place_as_tile::consumed
- Replies: 2
- Views: 492
ItemPrototype::place_as_tile::consumed
This request is for a new optional field, defaulting to 1, which specifies how many of the item is consumed in order to place a tile inworld.
- Sun Feb 08, 2026 8:55 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::animations
- Replies: 2
- Views: 514
ItemPrototype::animations
This request is for animated items on belts.
- Thu Feb 05, 2026 5:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.64] Failure to suppress MacOS system accent menu
- Replies: 4
- Views: 1333
Re: [2.0.64] Failure to suppress MacOS system accent menu
This did not recur so far. Could be an OS bug I've upgraded out of.
- Tue Feb 03, 2026 3:15 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] LuaControl::mine_entity flying text appears at odd position
- Replies: 1
- Views: 371
[2.0.73] LuaControl::mine_entity flying text appears at odd position
Corner case: If you call `player.mine_entity` on an entity at {x, y} on a different surface to the player, flying text is created on the player's surface.
This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
- Tue Jan 27, 2026 11:17 pm
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 1028
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
Good point. Yes I think all relevant users had recently downloaded the first attempt at the hotfix. Of course the ideal is to test everything locally, but with ongoing live events more can happen.
- Tue Jan 27, 2026 7:16 pm
- Forum: Modding help
- Topic: [2.0.73] Hidden minable entities are impossible?
- Replies: 2
- Views: 582
Re: [2.0.73] Hidden minable entities are impossible?
Ah, for the upgrade planner. Thanks, that makes sense.