Search found 479 matches
- Tue Apr 07, 2026 5:37 am
- Forum: Modding interface requests
- Topic: Allow add_custom_alert to take a SpritePath instead of a SignalID
- Replies: 0
- Views: 64
Allow add_custom_alert to take a SpritePath instead of a SignalID
I'd like to be able to use any SpritePath for custom alerts, instead of just a SignalID. It's more convenient to create a sprite for both the in-game rendering and the alert, instead of a virtual signal just for the alert.
- Tue Apr 07, 2026 5:25 am
- Forum: Modding interface requests
- Topic: Add heating_radius to HeatEnergySource
- Replies: 1
- Views: 56
- Sun Apr 05, 2026 11:51 pm
- Forum: Implemented mod requests
- Topic: Force-based alert creation
- Replies: 4
- Views: 219
Re: Force-based alert creation
That's fine, it just makes things simpler for mod developers.
- Sun Apr 05, 2026 8:29 pm
- Forum: Implemented mod requests
- Topic: Force-based alert creation
- Replies: 4
- Views: 219
Force-based alert creation
I would like to be able to create alerts for an entire force, without having to iterate over force.players. This would also solve the issue of players joining late and not having existing alerts. Ideally, it would be a set of methods on LuaForce that mirror the alert-related methods on LuaPlayer ...
- Fri Apr 03, 2026 1:57 am
- Forum: Modding interface requests
- Topic: Disable rocket part storage for rocket silos
- Replies: 1
- Views: 200
Disable rocket part storage for rocket silos
As in title, I want to be able to disable the rocket part storage mechanic introduced in 2.0. The prototype property `rocket_part_storage_cap` has a minimum value of whatever `rocket_parts_required` is, meaning you can't allow partial or zero storage. Ideally, setting this to zero would disable the ...
- Thu Apr 02, 2026 10:47 pm
- Forum: Modding interface requests
- Topic: Override tech level info
- Replies: 1
- Views: 118
- Thu Apr 02, 2026 10:03 pm
- Forum: Modding interface requests
- Topic: Override default numbered tech locales
- Replies: 1
- Views: 117
Override default numbered tech locales
I want to be able to override the built-in system of tech numbering, without having to set localized_name or localized_description on the prototype. Ideally, the default behavior looks for an exact match in the locale, then searches for a non-numbered entry. Ideally, this also applies to both the ...
- Thu Apr 02, 2026 9:50 pm
- Forum: Modding interface requests
- Topic: Module effect multipliers on applicable entities
- Replies: 1
- Views: 109
Re: Module effect multipliers on applicable entities
Related: https://forums.factorio.com/viewtopic.php?t=129221
This does feel like a better solution. For pY, we wanted something like this to reduce the usefulness of efficiency modules on certain fluid consuming buildings (like the antimony drill) and the only solution was to give it a very high ...
This does feel like a better solution. For pY, we wanted something like this to reduce the usefulness of efficiency modules on certain fluid consuming buildings (like the antimony drill) and the only solution was to give it a very high ...
- Wed Apr 01, 2026 2:42 am
- Forum: Ideas and Suggestions
- Topic: Allow flipping fluid-powered inserters
- Replies: 4
- Views: 602
- Tue Mar 24, 2026 5:59 pm
- Forum: Implemented mod requests
- Topic: Expose gravity information at runtime
- Replies: 3
- Views: 434
- Sun Mar 15, 2026 7:35 pm
- Forum: Modding interface requests
- Topic: [2.0.76] Allow any entity to fire on_gui_opened events
- Replies: 2
- Views: 302
- Sat Mar 14, 2026 12:20 am
- Forum: Modding interface requests
- Topic: [2.0.23] choose-elem-button doesn't show comparator or "any quality"
- Replies: 2
- Views: 727
Re: [2.0.23] choose-elem-button doesn't show comparator or "any quality"
I propose that "item-with-quality" have an extension "item-with-quality-comparator" that has the comparator shown in the selection UI, so the normal item quality selection UI isn't overpopulated. +1
- Fri Mar 13, 2026 5:16 pm
- Forum: Implemented mod requests
- Topic: LuaSurface::localised_name write should take priority over planet prototype
- Replies: 2
- Views: 339
- Fri Mar 13, 2026 5:16 pm
- Forum: Modding interface requests
- Topic: Add EntityPrototype properties for more control of upgrade planner
- Replies: 2
- Views: 338
Re: Add EntityPrototype properties for more control of upgrade planner
I have an alternative idea, perhaps EntityPrototype.hidden should be separated from being hidden/not useable in the upgrade planner? That way cases like this with hotswapped entities would still work, while being invisible everywhere else.
- Fri Mar 13, 2026 5:13 pm
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 3
- Views: 383
- Sat Mar 07, 2026 10:57 pm
- Forum: Modding interface requests
- Topic: Some way of obtaining which pipe connections are enabled/disabled on a crafting machine
- Replies: 2
- Views: 317
Re: Some way of obtaining which pipe connections are enabled/disabled on a crafting machine
Does that only return in-use pipe connections? Or does it also return disabled connections.
Rather, does this also include pipe connections that are enabled, even if not connected to anything.
Rather, does this also include pipe connections that are enabled, even if not connected to anything.
- Sat Mar 07, 2026 10:43 pm
- Forum: Modding interface requests
- Topic: Add FusionGeneratorPrototype::input_to_output_fluid_ratio
- Replies: 1
- Views: 396
- Fri Mar 06, 2026 4:33 am
- Forum: Modding interface requests
- Topic: EntityPrototype.icon_draw_specification rotational variations
- Replies: 0
- Views: 165
EntityPrototype.icon_draw_specification rotational variations
As in title, I'd like rotational variations for `EntityPrototype.icon_draw_specification`, though it might be a better fit as a parameter for `icons_positioning`. With longer entities with a bunch of module slots, they can fit one direction but not in the other direction. Also, one might want to ...
- Fri Mar 06, 2026 3:59 am
- Forum: Modding interface requests
- Topic: Some way of obtaining which pipe connections are enabled/disabled on a crafting machine
- Replies: 2
- Views: 317
Some way of obtaining which pipe connections are enabled/disabled on a crafting machine
As in title, I'd like to know which pipe connections are enabled and which are disabled when looking at a LuaCraftingMachine. As for where I can access that function, or what it's called, or what kind of data it returns I have no preference. From my completely out of the picture and not knowing ...
- Thu Mar 05, 2026 5:42 pm
- Forum: Modding interface requests
- Topic: Read if controls have keys bound to them in locale or in general
- Replies: 1
- Views: 190