Search found 269 matches
- Wed Sep 24, 2025 7:41 am
- Forum: Implemented mod requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 9
- Views: 694
Re: Add a custom/scriptable TechnologyTrigger
+1 this would really fill a gap, like for space exploration's hidden unofficial quality mod compatibility i used the "capture" type set to a non-spawner building entity (weird that it's even allowed) just because it thematically it would make sense, but it would be nice if there was a "nothing ...
- Tue Sep 23, 2025 4:31 pm
- Forum: Modding interface requests
- Topic: official beacon tints for the productivity and quality modules
- Replies: 0
- Views: 131
official beacon tints for the productivity and quality modules
they are not in beacons by default, and therefore only the speed & efficiency modules have module tints defined for them.
it would be nice if wube could come up with an official beacon_tint for productivity and quality modules that other mods could reference.
it would be nice if wube could come up with an official beacon_tint for productivity and quality modules that other mods could reference.
- Mon Sep 22, 2025 12:21 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.66] last row of factoriopedia tab not clickable near the top
- Replies: 1
- Views: 273
[boskid][2.0.66] last row of factoriopedia tab not clickable near the top
- disable space age and quality
- install space exploration
- open factoriopedia
- scroll down on the first tab
- notice that you cannot select/click the last row when it is partially starting to hide again
tabs with a small number of rows do not seem to get affected, and ofc since the scroll bar ...
- install space exploration
- open factoriopedia
- scroll down on the first tab
- notice that you cannot select/click the last row when it is partially starting to hide again
tabs with a small number of rows do not seem to get affected, and ofc since the scroll bar ...
- Sun Sep 14, 2025 7:37 am
- Forum: Modding interface requests
- Topic: being able to read/write the flashing finished technology
- Replies: 0
- Views: 255
being able to read/write the flashing finished technology
i and others run into the limitation of not being able to set which technology "just got researched", there's a previous_technology on the force, but writing to it does not cause the technology button to flash, right now the most we can do is write the message to chat with the appropriate sound but ...
- Sat Sep 13, 2025 12:47 pm
- Forum: Implemented mod requests
- Topic: LuaInventory::get_item_counts(item) to get all counts of a quality
- Replies: 1
- Views: 263
LuaInventory::get_item_counts(item) to get all counts of a quality
A limitation of the inventory api is not being able to query for one item name and get back how many of each quality there are, you'd have to call it once for each quality or just go through get_contents().
it would be nice if we could get like a get_item_count S function or expand get_contents ...
it would be nice if we could get like a get_item_count S function or expand get_contents ...
- Sat Sep 06, 2025 7:02 am
- Forum: Modding interface requests
- Topic: Add quantity to choose-elem-button
- Replies: 9
- Views: 2005
Re: Add quantity to choose-elem-button
+1, in the past i have ran into this limitation on occasion, it would be nice if lua was able to call forth that gui.
- Wed Sep 03, 2025 8:52 pm
- Forum: Modding interface requests
- Topic: a way to have a lua gui element visible to (only) certain controllers
- Replies: 0
- Views: 191
a way to have a lua gui element visible to (only) certain controllers
When playing multiplayer and you switch to remote view you get a border so any elements hugging the side would need to be repositioned (or have their visibility toggled), this does not look very nice in remote view.
It would be nice if you could set the visibility of a lua gui element to remote/not ...
It would be nice if you could set the visibility of a lua gui element to remote/not ...
- Tue Sep 02, 2025 4:57 pm
- Forum: Bug Reports
- Topic: [2.0.66] display panel text changes get lost if you change anything else
- Replies: 2
- Views: 518
[2.0.66] display panel text changes get lost if you change anything else
- /cheat all
- place display panel
- enter text in the text field
- check always show (or show tag in chart, or set/remove an icon)
- notice the text field is empty again
expected behavior: changes to the text stay intact until the gui is either exited or confirmed
- place display panel
- enter text in the text field
- check always show (or show tag in chart, or set/remove an icon)
- notice the text field is empty again
expected behavior: changes to the text stay intact until the gui is either exited or confirmed
- Mon Sep 01, 2025 2:31 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 7433
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Thanks Wube, I am sure reverting it was the best choice for now. 
- Mon Sep 01, 2025 8:22 am
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 7433
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
+1, it was only recently pointed out to me which version added this and the few times i did run into the behavior it always had an undesirable outcome, i would imagine there will be even more voices against it once the next stable version drops, it would be very nice if it was possible to opt out of ...
- Thu Aug 28, 2025 6:57 pm
- Forum: Resolved Requests
- Topic: insert_plan/removal_plan doesn't return a BlueprintInsertPlan following the spec
- Replies: 1
- Views: 371
insert_plan/removal_plan doesn't return a BlueprintInsertPlan following the spec
- place chest
- use remote view to set a request
- /c log(serpent.line(game.player.selected.item_request_proxy.insert_plan[1].id))
- {name = "wooden-chest"} instead of {name = ItemPrototype}
- same goes with the removal_plan
- use remote view to set a request
- /c log(serpent.line(game.player.selected.item_request_proxy.insert_plan[1].id))
- {name = "wooden-chest"} instead of {name = ItemPrototype}
- same goes with the removal_plan
- Thu Aug 28, 2025 12:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Red Dot (enemy) on Map but there is nothing there
- Replies: 15
- Views: 1677
Re: [2.0.60] Red Dot (enemy) on Map but there is nothing there
managed to reproduce it a few times, its a bit random so on the recording skip to the 3 minute mark, it seems to be related to the last entity in a chunk dying right along the border of a neighboring chunk.
- Thu Aug 28, 2025 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Red Dot (enemy) on Map but there is nothing there
- Replies: 15
- Views: 1677
Re: [2.0.60] Red Dot (enemy) on Map but there is nothing there
Looks like the red dot vanishes if you pace a tile down somewhere *in* that chunk, like landfill, so its not an invisible lingering entity.
- Wed Aug 27, 2025 11:58 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.65] `show-time-usage` "Multiplayer UPS" broken
- Replies: 3
- Views: 1085
Re: [2.0.65] `show-time-usage` "Multiplayer UPS" broken
Does this have something to do with UPS/FPS counter that shows UPS that your PC can handle instead of UPS that is server running on in multiplayer game ?
From what i understand it will show the UPS of the server in the top left once that version comes out since the ones in the right are indeed ...
- Wed Aug 27, 2025 8:29 am
- Forum: Not a bug
- Topic: [2.0.65] editor's extra entity settings gui does not play nice with character entities
- Replies: 1
- Views: 344
[2.0.65] editor's extra entity settings gui does not play nice with character entities
Extremely low priority, when you open a placed character that has a large inventory (either due to /cheat all and or power armor) some of the inventory slots become partially or completely obstructed, the extra settings window itself should just get a scroll bar at that point, feel free to move it ...
- Mon Aug 25, 2025 8:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.65] `show-time-usage` "Multiplayer UPS" broken
- Replies: 3
- Views: 1085
[2.0.65] `show-time-usage` "Multiplayer UPS" broken
In the very top left of the time usage debug option is a thing for multiplayer ups, but this has supposedly been broken for nearly 10 years at this point.
Posted on the forum for tracking purposes, though it sounded more likely that the feature will be scrapped rather than fixed.
https://discord ...
Posted on the forum for tracking purposes, though it sounded more likely that the feature will be scrapped rather than fixed.
https://discord ...
- Mon Aug 25, 2025 8:29 pm
- Forum: Implemented mod requests
- Topic: LuaEntity::revive{ } overflow inventory parameter
- Replies: 2
- Views: 235
LuaEntity::revive{ } overflow inventory parameter
It would be nice if we could supply it an overflow inventory just like https://lua-api.factorio.com/latest/classes/LuaEntity.html#set_inventory_size_override.
Currently any items on ground it collided with are returned in a string to uint map, which loses stuff like quality, damage, and more.
If ...
Currently any items on ground it collided with are returned in a string to uint map, which loses stuff like quality, damage, and more.
If ...
- Sat Aug 23, 2025 2:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.65] on_player_setup_blueprint mapping nil on ghosts attached to corpses
- Replies: 1
- Views: 974
[Rseding91] [2.0.65] on_player_setup_blueprint mapping nil on ghosts attached to corpses
- /c script.on_event(defines.events.on_player_setup_blueprint, function(event) game.print(table_size(event.mapping.get())) end)
- place 1 ghost and 2 real entities
- /c game.player.selected.die() on one of the real ones
- make a copy/blueprint selection of each entity individually
- notice that the ...
- place 1 ghost and 2 real entities
- /c game.player.selected.die() on one of the real ones
- make a copy/blueprint selection of each entity individually
- notice that the ...
- Fri Aug 22, 2025 7:18 am
- Forum: Ideas and Suggestions
- Topic: Beacon range in factoriopedia
- Replies: 3
- Views: 367
Re: Beacon range in factoriopedia
no its not?
- Thu Aug 21, 2025 2:04 pm
- Forum: Resolved Problems and Bugs
- Topic: LuaEntity::display_panel_icon reading/writing nil
- Replies: 1
- Views: 1247
LuaEntity::display_panel_icon reading/writing nil
If a display panel has no icon then reading it returns nil, according the the docs it cannot be nil.
You cannot clear the icon of a display panel either.
/c game.print(serpent.line(game.player.selected.display_panel_icon)) -- nil
/c game.player.selected.display_panel_icon = nil -- fails
/c game ...
You cannot clear the icon of a display panel either.
/c game.print(serpent.line(game.player.selected.display_panel_icon)) -- nil
/c game.player.selected.display_panel_icon = nil -- fails
/c game ...