Search found 1475 matches
- Thu Jun 05, 2025 4:46 pm
- Forum: Modding interface requests
- Topic: force in LuaEntityDiedEventFilter
- Replies: 0
- Views: 116
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: 3
- Views: 407
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: 307
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: 205
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: 307
[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: 5759
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: 706
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: 169
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: 189
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: 189
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: Bug Reports
- Topic: [2.0.47] Crash loading save with wrong mods (TargetedItems.cpp (42): registerRemove)
- Replies: 0
- Views: 184
[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: 3948
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: 1153
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: 470
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: 470
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.
- Tue Dec 10, 2024 7:53 pm
- Forum: Ideas and Suggestions
- Topic: A way to convert icons back to text
- Replies: 3
- Views: 407
Re: A way to convert icons back to text
That would actually be pretty cool, but I agree it's a much bigger ask.
- Tue Dec 10, 2024 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][2.0.24] "Missing specification of font with name" exits Factorio
- Replies: 1
- Views: 876
[Rseding91][2.0.24] "Missing specification of font with name" exits Factorio
Attempting to apply a font to a GUI element with a name that doesn't match any font prototype produces this error *and completely exits Factorio*, not just to the main menu like other lua errors.
This is a dupe of https://forums.factorio.com/viewtopic.php?f=23&t=58892 which I believe was closed in ...
This is a dupe of https://forums.factorio.com/viewtopic.php?f=23&t=58892 which I believe was closed in ...
- Tue Dec 10, 2024 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Signal letters fonts
- Replies: 8
- Views: 2943
Re: Signal letters fonts
Another shameless plug... https://mods.factorio.com/mod/large-print-signals includes a script for making new letter/number signal graphics in a color, font, and size of your choice, which is visible at https://github.com/sparr/factorio-mod-l ... ons.sh#L15
- Tue Dec 10, 2024 1:16 pm
- Forum: Ideas and Suggestions
- Topic: A way to convert icons back to text
- Replies: 3
- Views: 407
A way to convert icons back to text
When I type [item=iron-plate] into a text box or field in game, it gets converted to the iron plate icon. If what I meant to type was [item=iron-plate,quality=rare], I might realize my error and press backspace... but then the whole icon is gone and I have to type the whole thing again.
I'd like to ...
I'd like to ...
- Tue Dec 10, 2024 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Additional conventional UX for text-box GUI element cursor movement and selection
- Replies: 5
- Views: 470
Additional conventional UX for text-box GUI element cursor movement and selection
Currently the text-box GUI element is lacking a lot of UX that is present in most implementations of that sort of interface. For example, as I am editing this forum post, I can do the following things that I am not sure if/how I can do in a factorio text-box:
double click a word to select it ...
double click a word to select it ...