Search found 1475 matches

by sparr
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.
by sparr
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).
by sparr
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 ...
by sparr
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.
by sparr
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 ...
by sparr
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.
by sparr
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.
by sparr
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 ...
by sparr
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!
by sparr
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 ...
by sparr
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 ...
by sparr
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 :(
by sparr
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.
by sparr
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 ...
by sparr
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.
by sparr
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.
by sparr
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 ...
by sparr
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
by sparr
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 ...
by sparr
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 ...

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