Search found 479 matches

by protocol_1903
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.
by protocol_1903
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.
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
Thu Apr 02, 2026 10:47 pm
Forum: Modding interface requests
Topic: Override tech level info
Replies: 1
Views: 118

Re: Override tech level info

+1
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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
by protocol_1903
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.
by protocol_1903
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.
by protocol_1903
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 ...
by protocol_1903
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 ...

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