Search found 1520 matches
- Tue Jun 10, 2025 5:39 am
- Forum: Modding interface requests
- Topic: Alternative to build_from_cursor with same non-cursor-related features
- Replies: 8
- Views: 861
Alternative to build_from_cursor with same non-cursor-related features
I would like to be able to place an entity in the world with all the same non-cursor-related features and behaviors as build_from_cursor, such as build modes, fast replacing, placing necessary foundation and tile ghosts, adding to the undo stack, setting the last user, etc. I don't want to use build ...
- Tue Jun 10, 2025 5:30 am
- Forum: Won't implement
- Topic: Identify entities whose on_built_entity hasn't triggered yet
- Replies: 9
- Views: 799
Identify entities whose on_built_entity hasn't triggered yet
When a blueprint creates multiple entities, it seems like they are all created in the world, then on_built_entity is triggered for each of them. This means that while one on_built_entity is running, it can see in the world other entities whose on_built_entity hasn't run yet.
I'd like a way to check ...
I'd like a way to check ...
- Tue Jun 10, 2025 4:18 am
- Forum: Won't implement
- Topic: LuaEntity.created_tick
- Replies: 1
- Views: 297
LuaEntity.created_tick
I specifically want to know whether an entity was created during the current tick, but more generally I'd like to know what tick each entity was created on. And I'd like access to that information when on_built_entity fires, for entities for which it hasn't fired yet.
- Tue Jun 10, 2025 2:31 am
- Forum: Modding help
- Topic: Placing pipes in response to placing underground pipes, a variety of roadblocks
- Replies: 1
- Views: 324
Placing pipes in response to placing underground pipes, a variety of roadblocks
https://mods.factorio.com/mod/automatic-underground-pipe-connectors
TL;DR: How can I reliably determine when to place concrete and/or ice platform under a new ghost or entity on Aquilo?
The goal of this mod is that when you place an underground pipe, a pipe gets placed automatically in situations ...
TL;DR: How can I reliably determine when to place concrete and/or ice platform under a new ghost or entity on Aquilo?
The goal of this mod is that when you place an underground pipe, a pipe gets placed automatically in situations ...
- Tue Jun 10, 2025 2:06 am
- Forum: General discussion
- Topic: I wish biters were justa bit more cunning
- Replies: 10
- Views: 1425
Re: I wish biters were justa bit more cunning
Good idea. I agree that just having a script produce some pollution would accomplish OP's stated goals.
- Thu Jun 05, 2025 4:46 pm
- Forum: Implemented mod requests
- Topic: force in LuaEntityDiedEventFilter
- Replies: 1
- Views: 435
force in LuaEntityDiedEventFilter
I'd like to be able to filter for entities on a particular force dying, rather than checking the force inside my event that fires for all entities dying.
- Wed Jun 04, 2025 9:00 pm
- Forum: General discussion
- Topic: I wish biters were justa bit more cunning
- Replies: 10
- Views: 1425
Re: I wish biters were justa bit more cunning
https://mods.factorio.com/mod/RampantFixed?from=search makes the biters a lot smarter. There are a few other mods that greatly enhance biter behavior as well, and add new types of biters (swimming, flying, tunneling, etc).
- Tue Jun 03, 2025 5:21 pm
- Forum: Not a bug
- Topic: [2.0.47] Building from cursor in on_built_entity causes game to forget underground pipe dragging status
- Replies: 2
- Views: 526
Re: [2.0.47] Building from cursor in on_built_entity causes game to forget underground pipe dragging status
A quick experiment suggests that having my event remove and re-build_from_cursor the original underground pipe produces good dragging behavior. I'll need to work around a lot of edge cases to make use of that, but it's probably better than giving up on build_from_cursor and going back to a pile of ...
- Mon Jun 02, 2025 11:21 pm
- Forum: Modding interface requests
- Topic: Write access to underground pipe/belt drag status
- Replies: 1
- Views: 363
Write access to underground pipe/belt drag status
I'd like to be able to, mid-drag, change which entity the game thinks was placed previously for the purposes of figuring out where to place the next underground pipe or belt.
See viewtopic.php?t=129192 for context.
See viewtopic.php?t=129192 for context.
- Mon Jun 02, 2025 5:07 pm
- Forum: Not a bug
- Topic: [2.0.47] Building from cursor in on_built_entity causes game to forget underground pipe dragging status
- Replies: 2
- Views: 526
[2.0.47] Building from cursor in on_built_entity causes game to forget underground pipe dragging status
script.on_event(defines.events.on_built_entity, function(event) game.players[event.player_index].build_from_cursor{position={event.entity.position.x,event.entity.position.y-1}} end, {{filter="type",type="pipe-to-ground"}}
1. Install the above mod
2. Place a horizontal row of entities that can't ...
1. Install the above mod
2. Place a horizontal row of entities that can't ...
- Sun Jun 01, 2025 7:01 pm
- Forum: Modding interface requests
- Topic: Event for wire connected/disconnected to entity
- Replies: 23
- Views: 6476
Re: Event for wire connected/disconnected to entity
The devs have explicitly rejected this and related ideas a few times on the forums and on Discord.
We just have to keep hoping they eventually change their minds. Maybe posting more use cases will help, as folks think up mods that could be done with this and can't reasonably be done without it.
We just have to keep hoping they eventually change their minds. Maybe posting more use cases will help, as folks think up mods that could be done with this and can't reasonably be done without it.
- Fri May 30, 2025 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Map search for items, not [just] recipes
- Replies: 4
- Views: 907
Re: Map search for items, not [just] recipes
Reiterating this as I am currently playing Pyanodons mods and I want to search for everywhere I'm producing various fluids.
- Fri May 30, 2025 2:23 pm
- Forum: Documentation Improvement Requests
- Topic: Pipe connection position rounding
- Replies: 0
- Views: 385
Pipe connection position rounding
I recently discovered that pyanodons mods define some tank entities with pipe connections that have small offsets from my expectations, +/- 0.4 or 0.7 from the usual centers of tiles. https://github.com/pyanodon/pyindustry/blob/687440864ddbc995ca784533b678fb6c351535b4/prototypes/buildings/fluid ...
- Thu May 29, 2025 10:39 pm
- Forum: Modding help
- Topic: Swapping inventory stack with cursor stack loses reserved inventory slot
- Replies: 2
- Views: 321
Re: Swapping inventory stack with cursor stack loses reserved inventory slot
It looks like the original location is still empty/available later in the same event, so I was able to save and restore hand_location around my cursor manipulations. thanks!
- Wed May 28, 2025 1:51 pm
- Forum: Modding help
- Topic: Swapping inventory stack with cursor stack loses reserved inventory slot
- Replies: 2
- Views: 321
Swapping inventory stack with cursor stack loses reserved inventory slot
I have a blueprint in my inventory. I click it, to put it in my cursor. The slot in my inventory now has a hand icon, reserved for the blueprint to return to. I click in the world to place the blueprint. At this point, my mod event triggers and it does some manipulation of the cursor item stack. The ...
- Sat May 24, 2025 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] Crash loading save with wrong mods (TargetedItems.cpp (42): registerRemove)
- Replies: 1
- Views: 1004
[2.0.47] Crash loading save with wrong mods (TargetedItems.cpp (42): registerRemove)
I attempted to load a Space Age save from 5 months ago (not sure the game version then) with Pyanodon's mods enabled and Space Age disabled. One of the loading progress bars appeared but then the game crashed out.
Attached are two saves a few hours(?) apart in my history, the earlier one doesn't ...
Attached are two saves a few hours(?) apart in my history, the earlier one doesn't ...
- Fri May 23, 2025 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 31
- Views: 4901
Re: Add setting to hide unresearched items/recipes in factoriopdia
Dev locked the bug report because *some* of the interfaces show non-item signals/etc, without addressing the factoriopedia 

- Sun Dec 22, 2024 12:29 pm
- Forum: Balancing
- Topic: Adjust resource frequency for ribbon worlds
- Replies: 6
- Views: 1320
Re: Adjust resource frequency for ribbon worlds
In addition to frequency, it would probably make sense so ensure the starting resources appear in the starting area on each planet on a ribbon world. I endorse this addition to my feature request.
- Thu Dec 12, 2024 2:40 am
- Forum: Ideas and Suggestions
- Topic: Additional conventional UX for text-box GUI element cursor movement and selection
- Replies: 5
- Views: 596
Re: Additional conventional UX for text-box GUI element cursor movement and selection
MacOS doesn't have system-level standards for this sort of cursor behavior. It was one of the worst parts of using the OS for me. There are 3-5 different common key combinations that move to the beginning of the line or top of the document (and the latter has no shortcut in many places), and no way ...
- Wed Dec 11, 2024 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Additional conventional UX for text-box GUI element cursor movement and selection
- Replies: 5
- Views: 596
Re: Additional conventional UX for text-box GUI element cursor movement and selection
What Muche said.
Also, the specific keys aren't really important. I'd expect them to be configurable keybinds, or at least OS-specific, and I could get used to emacs or vi keybinds instead if necessary. The real request here is to have the functionality at all.
Also, the specific keys aren't really important. I'd expect them to be configurable keybinds, or at least OS-specific, and I could get used to emacs or vi keybinds instead if necessary. The real request here is to have the functionality at all.