Search found 128 matches
- Thu Dec 04, 2025 2:53 am
- Forum: Modding interface requests
- Topic: Localization for error()
- Replies: 6
- Views: 2195
Re: Localization for error()
A mandatory dependency added to any of these mods wouldn't solve it. Lignumis doesn't need Cerys or Lunaponics, and Cerys doesn't want Lunaponics by default, only when Lignumis is installed. (When I say Lignumis, I actually mean any of a small list of mods that require wood to be available on every ...
- Wed Dec 03, 2025 11:08 pm
- Forum: Modding interface requests
- Topic: Localization for error()
- Replies: 6
- Views: 2195
Re: Localization for error()
Bump. Cerys uses a startup crash if the player is playing with https://mods.factorio.com/mod/lignumis but without https://mods.factorio.com/mod/cerys-lunaponics.
This wants to be a startup crash rather than a runtime crash to save people's time, but since these can't be localized, non-English users ...
This wants to be a startup crash rather than a runtime crash to save people's time, but since these can't be localized, non-English users ...
- Tue Nov 11, 2025 7:31 pm
- Forum: Modding interface requests
- Topic: AmbientSound surface binding
- Replies: 11
- Views: 741
Re: AmbientSound surface binding
This would not cover cases such as Pirate Ship islands in which surfaces are generated on-demand, which would be sad for this API. The number of possible surface names in the mod is I think ~1k.
Perhaps new surfaces can have a planet_music string assigned instead?
Perhaps new surfaces can have a planet_music string assigned instead?
- Mon Nov 03, 2025 4:20 pm
- Forum: Already exists
- Topic: [Resolved] Support for tier 4 module graphics in beacons
- Replies: 3
- Views: 353
Re: Support for tier 4 module graphics in beacons
In the prototype explorer I verified that the module in the beacon has category=speed and tier=4, and that there is no other code affecting beacons.
To accompany this report I am attaching a draft version of PlanetsLib with the relevant code included in `data-updates.lua`, which reproduces this ...
To accompany this report I am attaching a draft version of PlanetsLib with the relevant code included in `data-updates.lua`, which reproduces this ...
- Mon Nov 03, 2025 3:27 pm
- Forum: Already exists
- Topic: [Resolved] Support for tier 4 module graphics in beacons
- Replies: 3
- Views: 353
[Resolved] Support for tier 4 module graphics in beacons
Tserup and I wish to add graphical visualizations for tier 4 modules in the vanilla beacon, for the benefit of the Cerys and Frozeta mods. I tried using the following code, but it seems to have no effect. Could support for this be added?
data.raw.beacon.beacon.graphics_set.module_visualisations[1 ...
data.raw.beacon.beacon.graphics_set.module_visualisations[1 ...
- Sun Oct 26, 2025 3:42 pm
- Forum: Bug Reports
- Topic: [2.0.69] amount_min and amount_max not respected in recipe name
- Replies: 0
- Views: 290
[2.0.69] amount_min and amount_max not respected in recipe name
I received a report for my mod that a recipe whose results contain an item with amount_min and amount_max shows in the GUI as the average of both, e.g. '4x Bioflux'.
Combined with the fact that the recipe Factoriopedia entry does not reveal the min and max values anyway, this seems a bug. I also ...
Combined with the fact that the recipe Factoriopedia entry does not reveal the min and max values anyway, this seems a bug. I also ...
- Wed Oct 22, 2025 12:26 am
- Forum: Modding interface requests
- Topic: [Resolved] Exclude LuaGuiElement from 'UI Scale' setting
- Replies: 2
- Views: 237
Re: [Solved] Exclude LuaGuiElement from 'UI Scale' setting
Thanks, that does the trick.
- Tue Oct 21, 2025 11:32 pm
- Forum: Modding interface requests
- Topic: [Resolved] Exclude LuaGuiElement from 'UI Scale' setting
- Replies: 2
- Views: 237
[Resolved] Exclude LuaGuiElement from 'UI Scale' setting
This request may sound odd, but it seems to opens the door to doing powerful things with GUIs.
As you can see from the attached video, it is possible to make seamless intersurface portals using GUIs. However, the effect of the user changing their UI scale has on cameras means it cannot be made to ...
As you can see from the attached video, it is possible to make seamless intersurface portals using GUIs. However, the effect of the user changing their UI scale has on cameras means it cannot be made to ...
- Mon Oct 20, 2025 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Statistics on player mod settings
- Replies: 2
- Views: 371
Statistics on player mod settings
It might be nice for mod developers if they had a way to view what proportion of recent players have any given value of a mod setting.
- Mon Oct 20, 2025 12:38 am
- Forum: Fixed for 2.1
- Topic: [Genhis][2.0.69] Rich text is not lit by rendering.draw_light
- Replies: 1
- Views: 553
[Genhis][2.0.69] Rich text is not lit by rendering.draw_light
The Cerys mod uses a rendering created by rendering.draw_light to light the entire surface instead of the engine's day-night cycle. This causes a issue with use_rich_text=true text renderings in which icons such as [item=processing-unit] are unlit and display as black, as observed in the attached ...
- Tue Oct 14, 2025 7:47 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 28
- Views: 2315
Re: A sibling API to play_sound: play_music
Nice.
I am not sure that a ‘stop’ feature is worthwhile. It seems to raise the possibility that another planet has stopped the music and it is still stopped when the player arrives at my planet — else, if it automatically resumes when changing surfaces, this still introduces footguns when returning ...
I am not sure that a ‘stop’ feature is worthwhile. It seems to raise the possibility that another planet has stopped the music and it is still stopped when the player arrives at my planet — else, if it automatically resumes when changing surfaces, this still introduces footguns when returning ...
- Sun Sep 28, 2025 9:14 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 28
- Views: 2315
A sibling API to play_sound: play_music
Cerys would like custom music to start playing when the player begins launching the hydrogen nuke into orbit to complete the planet.
play_sound does not currently support overriding the music track and would need some extra functionality for this: the currently playing music track for players ...
play_sound does not currently support overriding the music track and would need some extra functionality for this: the currently playing music track for players ...
- Mon Sep 22, 2025 2:04 am
- Forum: Modding discussion
- Topic: Recycling items with > 12 ingredients
- Replies: 2
- Views: 609
Re: Recycling items with > 12 ingredients
The previous designation Not a Bug should probably be adjusted, since the 12 inventory slots limit what the recycler can output even if no more than 1 of those slots is actually occupied by an item.
- Sat Sep 13, 2025 3:01 pm
- Forum: Bug Reports
- Topic: [2.0.64] Failure to suppress MacOS system accent menu
- Replies: 2
- Views: 740
Re: [2.0.64] Failure to suppress MacOS system accent menu
The issue seems very intermittant. I experienced it all day but only for about 4 days this year.
Note that I am using a standalone client.
Note that I am using a standalone client.
- Sun Sep 07, 2025 10:40 pm
- Forum: Modding interface requests
- Topic: ToolPrototype::order_for_unit
- Replies: 2
- Views: 501
Re: ToolPrototype::order_for_technology_list
Yes, that affects their positioning within rows in the tree views, but not their grouping in the list view nor their positioning within those groups.
- Sun Sep 07, 2025 2:37 pm
- Forum: Modding interface requests
- Topic: ToolPrototype::order_for_unit
- Replies: 2
- Views: 501
ToolPrototype::order_for_unit
The order field on science packs affects two distinct UI:
The order in which the science packs are displayed in the 'unit' of a technology.
The order in which technologies appear on the technology list.
Before Space Age, there was little reason to make these behave differently (and in fact a ...
The order in which the science packs are displayed in the 'unit' of a technology.
The order in which technologies appear on the technology list.
Before Space Age, there was little reason to make these behave differently (and in fact a ...
- Thu Sep 04, 2025 7:15 pm
- Forum: Implemented mod requests
- Topic: Event to detect when a cargo pod is launched
- Replies: 6
- Views: 995
Re: Event to detect when a cargo pod is launched
Bumping this with a polite FYI. I’d like to point out that tens of thousands of players are running find_entitites_filtered on every space platform above Cerys, Rubia, etc multiple times per second due to this missing API, which hurts performance of modded games.
Since (as mentioned above) cargo ...
Since (as mentioned above) cargo ...
- Thu Sep 04, 2025 5:49 pm
- Forum: Bug Reports
- Topic: [2.0.65] Miscolorations in Aquilo tile transitions
- Replies: 0
- Views: 414
[2.0.65] Miscolorations in Aquilo tile transitions
This is not really a bug report but this is the closest forum I could think of.
Most tiles in Factorio have a nice graphics set — however, the graphics for rough ice and for most types of snow have some tile transitions that are miscolored red. Tile transitions are hard for modders to make, so if ...
Most tiles in Factorio have a nice graphics set — however, the graphics for rough ice and for most types of snow have some tile transitions that are miscolored red. Tile transitions are hard for modders to make, so if ...
- Tue Sep 02, 2025 1:16 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 8333
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Checkbox setting is a bad idea, belt building is a high-complexity system that needs to be fully stable before considering forking all the behavior (not to mention all the corner cases two systems would create when interacting with other systems in the game).
- Thu Aug 21, 2025 12:33 am
- Forum: Bug Reports
- Topic: [2.0.64] Failure to suppress MacOS system accent menu
- Replies: 2
- Views: 740
[2.0.64] Failure to suppress MacOS system accent menu
When I hold any key (like 'A' to move), Factorio can under some conditions fail to suppress the native system accent menu on MacOS (version 15.6), which appears in the top-left above the game window (as pictured). This should only appear when writing text.