I'm working on a mod that lets the player control various bonuses. It would be really helpful if I could create a choose-elem-button to select an ammo-category to set which category to apply damage/shooting speed bonuses to. The options could just appear exactly as they do in Factoriopedia.
Thanks!
Search found 12 matches
- Thu Mar 05, 2026 1:01 am
- Forum: Implemented mod requests
- Topic: Add ammo-category option to elem_type for choose-elem-button
- Replies: 1
- Views: 205
- Wed Feb 25, 2026 2:35 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.75] ItemStackDefinition has wrong type for tags
- Replies: 0
- Views: 142
[2.0.75] ItemStackDefinition has wrong type for tags
I believe the ItemStackDefinition concept (https://lua-api.factorio.com/latest/concepts/ItemStackDefinition.html) has the wrong type listed for tags. It currently says array[string], but this should be corrected to the Tags concept (https://lua-api.factorio.com/latest/concepts/Tags.html). If I try ...
- Tue Feb 17, 2026 2:15 am
- Forum: Modding interface requests
- Topic: Add item_stack to on_mod_item_opened
- Replies: 6
- Views: 335
Re: Add item_stack to on_mod_item_opened
Item number only exists for complex item types. The event can be triggered by any type (basic iron plate with no data, thus no item number).
If the event were to pass item number, wouldn't it be fair to just pass nil for the basic items which don't have item numbers? As PennyJim said, that ...
- Tue Feb 17, 2026 12:49 am
- Forum: Modding interface requests
- Topic: Add item_stack to on_mod_item_opened
- Replies: 6
- Views: 335
Re: Add item_stack to on_mod_item_opened
item_number should be able to work just as well for my use case, if that would make more sense in general!
- Mon Feb 16, 2026 11:59 pm
- Forum: Modding interface requests
- Topic: Add item_stack to on_mod_item_opened
- Replies: 6
- Views: 335
Re: Add item_stack to on_mod_item_opened
+1, I'd appreciate this to be able to create something akin to a custom deconstruction planner. The player could create multiple instances of a selection-tool, each with their own data/settings which can be edited via a custom GUI that's opened by on_mod_item_opened. I can manage the per-item data ...
- Mon May 12, 2025 2:38 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 10
- Views: 10664
Re: Version 2.0.48
If this is what I think it is, THANK YOU! This was so annoying to implement with negative margins and such.Added LuaGuiElement::quality read/write for "sprite-button" type.
- Tue Feb 04, 2025 6:07 pm
- Forum: Modding interface requests
- Topic: Add tooltips to listbox items
- Replies: 5
- Views: 1299
- Sat Oct 26, 2024 6:09 pm
- Forum: Modding interface requests
- Topic: [2.x] Add event hook for on_player_super_forced_selected_area
- Replies: 0
- Views: 403
[2.x] Add event hook for on_player_super_forced_selected_area
Currently (2.0.11), SelectionToolPrototype allows a mod to specify SelectionModeData for each of the following modes:
select
alt_select
super_forced_select
reverse_select
alt_reverse_select
Each of the above has a corresponding on_player_*_selected_area event, except for super_forced_select ...
select
alt_select
super_forced_select
reverse_select
alt_reverse_select
Each of the above has a corresponding on_player_*_selected_area event, except for super_forced_select ...
- Sun Aug 25, 2024 12:58 am
- Forum: Not a bug
- Topic: [1.1.109] fullscreen command line arg not working as expected
- Replies: 2
- Views: 1399
Re: [1.1.109] fullscreen command line arg not working as expected
Ah, gotcha. That did the trick, thanks for the response!
- Thu Jul 25, 2024 9:39 pm
- Forum: Not a bug
- Topic: [1.1.109] fullscreen command line arg not working as expected
- Replies: 2
- Views: 1399
[1.1.109] fullscreen command line arg not working as expected
According to https://wiki.factorio.com/Command_line_parameters , the command line argument "--fullscreen BOOL" should allow for toggling whether to start the game in windowed or fullscreen mode. I have attempted using both "--fullscreen false" and "--fullscreen true" (in separate attempts), both ...
- Fri Jan 12, 2024 1:18 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 127319
Re: Friday Facts #393 - Putting things on top of other things
Is it just me or should the names for the "stack inserter" and the "bulk inserter" be swapped now? Seeing as how one of them puts stacks of items onto belts, and it's not the stack inserter 
- Tue May 31, 2022 4:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.59] Relative GUI causes "Create blueprint" button to disappear
- Replies: 2
- Views: 2040
[Klonan] [1.1.59] Relative GUI causes "Create blueprint" button to disappear
For blueprints that are sufficiently tall, adding a LuaGuiElement anchored to the setup_blueprint GUI causes the green "Create blueprint" button to disappear. Also, the bottom portion of the GUI can be clicked through (you can interact with the taskbar even if the bottom of the setup_blueprint GUI ...