Search found 424 matches

by protocol_1903
Sat Jan 03, 2026 4:01 am
Forum: Modding interface requests
Topic: Multistage technology triggers
Replies: 3
Views: 154

Re: Multistage technology triggers

The request is both for compactness, understandibility, and ease of use. No user is going to see two of the same tech side by side and immediately think that they can do either one, they're going to think its a bug. Rightfully so, who sees two identical things that should be merged but aren't and ...
by protocol_1903
Fri Jan 02, 2026 5:12 am
Forum: Modding interface requests
Topic: Multistage technology triggers
Replies: 3
Views: 154

Multistage technology triggers

I'm wondering if it's possible to have tech triggers have multiple stages to them. By stages, I mean you have to complete trigger A before trigger B before trigger C before unlocking the technology. This could be something like crafting 3 different items, or 3 different scripted triggers. A better ...
by protocol_1903
Sun Dec 21, 2025 4:40 pm
Forum: Modding interface requests
Topic: CustomTooltipField sections
Replies: 1
Views: 231

CustomTooltipField sections

I would like to use the fancy built-in sections when developing custom tooltips for compound entities. I know that I can attach the color and icons, the thing I'm specifically requesting is the ability to have sections with a header and dividers so that they are visually distinct from the rest of ...
by protocol_1903
Sat Dec 20, 2025 9:36 pm
Forum: Modding interface requests
Topic: Make EntityPrototype.tile_buildability_rules also search entity collision masks
Replies: 2
Views: 270

Re: Make EntityPrototype.tile_buildability_rules also search entity collision masks


Not sure if this would be fitting for tile buildability rules, but having a similar way to restrict placement based on entities around would be handy, especially for showing the valid placement spots to the user as highlighting entities green/red based on cursor position isn't something mods can ...
by protocol_1903
Fri Dec 19, 2025 6:51 am
Forum: Modding interface requests
Topic: Make EntityPrototype.tile_buildability_rules also search entity collision masks
Replies: 2
Views: 270

Make EntityPrototype.tile_buildability_rules also search entity collision masks

As in title, tile_buildability rules should support all collision mask sources and not just tiles. This would be really nice for creating things like wind turbines that can't be in a certain distance from other wind turbines but other entities can be nearby.
by protocol_1903
Fri Dec 12, 2025 2:47 am
Forum: Modding interface requests
Topic: LuaEntity.remove_control_behaviour
Replies: 4
Views: 303

Re: LuaEntity.remove_control_behaviour

https://forums.factorio.com/viewtopic.php?p=686155

The exact topic you were just on. For removing control behavior if it isn't used. But yes, I will be attempting to not create control behavior if required, just need to update the mod.

Explanation: I create control behavior on entities when they ...
by protocol_1903
Fri Dec 12, 2025 12:38 am
Forum: Modding interface requests
Topic: LuaEntity.remove_control_behaviour
Replies: 4
Views: 303

Re: LuaEntity.remove_control_behaviour

Yes, i believe it should be reasonable as long as those side effects mentioned are documented. They also wouldn't be particularly difficult to work around.
by protocol_1903
Thu Dec 11, 2025 11:17 pm
Forum: Modding interface requests
Topic: LuaEntity.remove_control_behaviour
Replies: 4
Views: 303

LuaEntity.remove_control_behaviour

A way to remove the control behavior of entities
by protocol_1903
Thu Dec 11, 2025 2:06 am
Forum: Modding interface requests
Topic: defines.event.on_entity_crafting_complete
Replies: 7
Views: 2849

Re: defines.event.on_entity_crafting_complete

I'm working on a script handler for such an event but it's not cheap to run. I'll be adding it to the following mod when it's done.

https://mods.factorio.com/mod/perel
by protocol_1903
Tue Dec 09, 2025 10:20 pm
Forum: Modding interface requests
Topic: Equipment Grid EEI
Replies: 3
Views: 455

Re: Equipment Grid EEI

Rseding91 wrote: Tue Dec 09, 2025 2:57 pm I think I'm missing something. That's functionally just the generator equipment - which generates a fixed amount of energy per tick.

Or is it, you want a generator equipment that you can adjust the generation runtime?
That, a runtime adjustable generator/consumer
by protocol_1903
Thu Dec 04, 2025 6:26 pm
Forum: Not a bug
Topic: [2.0.72] Reading LuaGuiElement.style.width does not work
Replies: 3
Views: 286

Re: [2.0.72] Reading LuaGuiElement.style.width does not work

Shouldn't it report back whatever the style default is for natural_width, minimum_width, and maximum_width?
by protocol_1903
Thu Dec 04, 2025 4:24 am
Forum: Won't implement
Topic: Read access for LuaGuiElement.width and height (or LuaGuiElement.style.width)
Replies: 1
Views: 252

Read access for LuaGuiElement.width and height (or LuaGuiElement.style.width)

As in title, I want to be able to find out the current width and height of a LuiGuiElement. It doesn't quite make sense to access via LuaStyle but that might be the better place for it. Specifically, I want to know what the width/height is based on the style settings (padding, margins, natural_width ...
by protocol_1903
Thu Dec 04, 2025 4:20 am
Forum: Not a bug
Topic: [2.0.72] Reading LuaGuiElement.style.width does not work
Replies: 3
Views: 286

[2.0.72] Reading LuaGuiElement.style.width does not work

First, yes I know .width is not a valid parameter for read but it makes more sense in the title (imo it should be readable as the current width/height but thats a feature request). I have attempted to read natural_width, minimum_width, and maximum_width of a newly created frame and button element ...
by protocol_1903
Wed Dec 03, 2025 6:36 am
Forum: Modding interface requests
Topic: Read style protoype properties at runtime
Replies: 4
Views: 516

Re: Read style protoype properties at runtime

+1, for the purpose of properly placing mod GUIs on top of vanilla GUIs that normally don't have relative handlers.
by protocol_1903
Tue Dec 02, 2025 6:11 pm
Forum: Modding interface requests
Topic: Loader with fluid energy source doesn't work properly at all
Replies: 2
Views: 285

Re: [2.0.72] Loader with fluid energy source doesn't work properly at all

I want to have a loader with an energy source (in this case fluid) that consumes power all the time regardless of if it is actually doing work. If possible, I'd like to have the power consumption not affected by how many items it moves. If the base request (consuming power regardless of work) is not ...
by protocol_1903
Tue Dec 02, 2025 6:08 pm
Forum: Modding interface requests
Topic: Have CustomInput respect the hidden property
Replies: 3
Views: 391

Re: Have CustomInput respect the hidden property

Another option would be 'forced' CustonInput types that cannot be changed by the player, i.e. to override events that do not have a native script handler
by protocol_1903
Tue Dec 02, 2025 8:18 am
Forum: Modding interface requests
Topic: Loader with fluid energy source doesn't work properly at all
Replies: 2
Views: 285

Loader with fluid energy source doesn't work properly at all

Tried a couple of things when messing with fluid energy sources on loaders, and none of them function like one would assume. Having only fluid_usage_per_tick and energy_per_item = nil or 0J, loaders will work regardless of if they have fuel and flash a warning if they don't have fuel. Fuel will not ...

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