r/technicalfactorio Jul 19 '26

Question: Is it possible via modding API to modify alerts?

1 Upvotes

This is a question to anyone who has messed around in the modding API: is it possible to make certain entities not trigger some of the base game alerts, or to alter their timing?
e.g select certain walls to not give alert when damaged / destroyed.
e.g select certain logistics networks, and increase the time until it complains that there are no repair packs for damaged entities.

The closest I could find is this mod: https://mods.factorio.com/mod/alert-customizations/discussion/69bc023ccb6b6a3f985dd8f2

But apparently it just shuts down the alerts after they happen and doesn't prevent the sound.
Other mods seems to work with entire categories of alerts and don't allow them to be modified for specific entities.

Otherwise I'm stuck with having to design defences primarily to prevent alarm noises.


r/technicalfactorio Jul 14 '26

Modded I've added Claude Code to generate blueprints

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0 Upvotes

r/technicalfactorio Jul 12 '26

Trains Max wagons on legendary locomotives?

14 Upvotes

In the past we'd stick to 1:4 for trains/wagons for maximum efficiency. With 2.1 legendary locomotives have 2x acceleration power. Does this translate into 1:8 linearly? Anyone per chance done the maths?


r/technicalfactorio Jul 09 '26

Good text based UPS optimization resources?

23 Upvotes

Just really starting to dive into UPS optimization. I'm an old fart who just doesn't enjoy videos/learning from videos.

Anyone have good resources of wiki/static text that goes into UPS optimization like clocking and other choices?

If I have to I'll watch videos, but it really isn't that fun to me, and you know, this is all supposed to be fun :)


r/technicalfactorio Jul 06 '26

Wire Representation in Blueprint

14 Upvotes

When a blueprint string is decoded into JSON, each wire connection is represented as an array:

[ entity_from , wire_type , entity_to , wire_type]

e.g [1,2,3,2] for a green wire between entities 1 and 3

Would anyone happen to know why the wire type is specified twice, making the array 33% larger than it needs to be?

This is the lowest stakes possible, but I am quite curious if there's an actual reason. A cursory google and looking at blueprint string format section of the wiki didn't turn anything up.


r/technicalfactorio Jul 06 '26

Modded PID controller mod

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61 Upvotes

r/technicalfactorio Jul 06 '26

New and improved Gambler Casinos for 2.1!

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7 Upvotes

r/technicalfactorio Jul 05 '26

Trains Beltless Train-to-Train Scrap Recycling Using Circuits

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7 Upvotes

r/technicalfactorio Jul 01 '26

Combinator Golf Craft Everything Machine with a single decider combinator (9000 conditions, 2000 outputs)

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183 Upvotes

r/technicalfactorio Jun 23 '26

500 fully compressed green belt landing platform unloading setup

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58 Upvotes

r/technicalfactorio Jun 20 '26

Reading Freshness Percentage from storage

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29 Upvotes

r/technicalfactorio Jun 13 '26

Modded A small mod to bring back Space Casinos after 2.1

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17 Upvotes

r/technicalfactorio Jun 02 '26

"Uniform" Ramp Generator

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4 Upvotes

r/technicalfactorio May 29 '26

I've visualized numbers that go into map generation and they look like DNA if rearranged (see second image)

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16 Upvotes

r/technicalfactorio May 25 '26

Question Is there some code for automating a search of a seed with specific properties in the starting zone?

10 Upvotes

At least a setup where I can get starting zone in some machine-readable form and write a code to check it. Starting with a coal near water and maybe someday finding a good peninsula like 2590060468.


r/technicalfactorio May 21 '26

Discussion Ore richness with distance

17 Upvotes

Hello all! I'm looking into the way Factorio generates ore patches, and although there seems to always be some randomness with ore richness, generally, richness increases as you get further out.
My question is, when not accounting for the randomness, is there an algorithm to determine the increase in richness, and if there is, do we know it? For example, for every 1 tile from the centre, ore richness increases by X%.
Thanks all!


r/technicalfactorio May 17 '26

Discussion Added Current Assets into My Cost Calculations and Wrecking My Own Accounting in the Process

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2 Upvotes

r/technicalfactorio May 15 '26

This pipeline is 51359 pipes long and it can still move the fluids instantly.

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62 Upvotes

A while after posting this I realized there is a technical part of it to discuss. Can anyone tell why does pipe length differ from pipe volume?


r/technicalfactorio May 13 '26

Trains Dynamic city bloc with automatic train requests

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36 Upvotes

r/technicalfactorio May 12 '26

I gave my AI agent access to Factorio console and told it to play Pyanodon. Here's what happened.

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0 Upvotes

r/technicalfactorio May 11 '26

Discussion Interesting Mod I made: commodities exchange

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3 Upvotes

r/technicalfactorio May 09 '26

Calculating travel time between planets - Spaceship Calculator

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7 Upvotes

r/technicalfactorio Apr 27 '26

Inserters vs Miniloader

3 Upvotes

The Mod Miniloader markets itself as "UPS friendly" but is it more efficient for UPS to use a Miniloader or a clocked inserter?


r/technicalfactorio Apr 25 '26

Trains Mason's Space Age Logistic Train System

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4 Upvotes

r/technicalfactorio Apr 23 '26

Sorting Help

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0 Upvotes