Context
I had to come up with a way to migrate data in my primarily-scenario mod and it came to exfiltrating data through remote interface into the mod, which performs data migrations and then sends it back. Which is possible, thanks to some discipline (no metatables in storage) and hacks ...
Search found 30 matches
- Tue Nov 04, 2025 8:21 am
- Forum: Not a bug
- Topic: [2.0.72] [Modding] Inconsistent environment setup during migrations when mod/control.lua is missing
- Replies: 2
- Views: 235
- Mon Nov 03, 2025 6:48 pm
- Forum: Ideas and Requests For Mods
- Topic: Roboport planet landing
- Replies: 1
- Views: 597
- Thu Oct 30, 2025 7:38 am
- Forum: Modding interface requests
- Topic: Add a way to prevent the player from leaving the remote controller
- Replies: 2
- Views: 183
Add a way to prevent the player from leaving the remote controller
I've created a mod, where I've stashed the player character away onto a separate surface and let him use only the remote view to interact with the world.
The problem I ran into is that when the player accidentally leaves the remote view, he has to figure out a way to get back.
I thought of just ...
The problem I ran into is that when the player accidentally leaves the remote view, he has to figure out a way to get back.
I thought of just ...
- Wed Oct 22, 2025 6:59 pm
- Forum: Modding interface requests
- Topic: [2.0.69] Revisit label prototypes for parent hovered color (core)
- Replies: 2
- Views: 183
Re: [2.0.69] Revisit label prototypes for parent hovered color (core)
Rich text is an acceptable workaround, that actually works
- Wed Oct 22, 2025 7:32 am
- Forum: Modding interface requests
- Topic: [2.0.69] Revisit label prototypes for parent hovered color (core)
- Replies: 2
- Views: 183
[2.0.69] Revisit label prototypes for parent hovered color (core)
I'm implementing custom inventory GUI and the inherited style of count_label sets parent_hovered_font_color to black (also game_controller_hovered_font_color), which turns my item counts black. That attribute is inherited by every single label style
parent_hovered_font_color beats hovered_font ...
parent_hovered_font_color beats hovered_font ...
- Tue Oct 21, 2025 6:28 pm
- Forum: Modding interface requests
- Topic: Blueprint support in custom guis (ElemID, LuaGuiElement)
- Replies: 0
- Views: 98
Blueprint support in custom guis (ElemID, LuaGuiElement)
I'm making a custom gui where I need to allow remote controller to put blueprint into an inventory (backed by LuaGameScript::create_inventory), but I cannot show the blueprint tooltip.
I would also appreciate an easy way to create blueprint sprites.
I would also appreciate an easy way to create blueprint sprites.
- Tue Oct 21, 2025 7:30 am
- Forum: Implemented mod requests
- Topic: Access to procession prototype data (LuaProcessionPrototype)
- Replies: 1
- Views: 180
Access to procession prototype data (LuaProcessionPrototype)
My scenario begins with the player landing on the planet, skipping the ascent phase to avoid a blank screen during the pod's launch sequence.
To achieve this, I modified the pod procession tick using a hardcoded value from the prototypes, as runtime access to prototype data is unavailable.
To achieve this, I modified the pod procession tick using a hardcoded value from the prototypes, as runtime access to prototype data is unavailable.
- Tue Oct 21, 2025 6:13 am
- Forum: Modding interface requests
- Topic: Access to transparent sprites for custom gui
- Replies: 3
- Views: 236
Re: Access to transparent sprites for custom gui
I haven't found any way to apply transparency on a sprite
- Mon Oct 20, 2025 6:47 pm
- Forum: Modding interface requests
- Topic: Access to transparent sprites for custom gui
- Replies: 3
- Views: 236
Access to transparent sprites for custom gui
I'm making custom gui for a scenario and I would like to have access to transparent icons like they are displayed in empty assemblers or ghost items
- Mon Oct 20, 2025 5:52 pm
- Forum: Modding interface requests
- Topic: Add LuaRecord.label
- Replies: 0
- Views: 104
Add LuaRecord.label
I'm working on a mod where I do light blueprint manipulation and I've realized that LuaRecord does not have a way to extract the blueprint label, like its LuaItemCommon counterpart
- Sat Oct 18, 2025 5:38 am
- Forum: Not a bug
- Topic: [2.0.69] Power outages might erase custom logistic network names
- Replies: 3
- Views: 439
Re: [2.0.69] Power outages might erase custom logistic network names
That is understandable, what I'm simply asking for is to prefer custom name over auto generated when merging networks in 3-roboport edge case (third roboport wakes up in between isolated first and second roboport).
Even when the two roboports have power, their nework name gets overriden by the new ...
Even when the two roboports have power, their nework name gets overriden by the new ...
- Thu Oct 16, 2025 3:19 pm
- Forum: Not a bug
- Topic: [2.0.69] Power outages might erase custom logistic network names
- Replies: 3
- Views: 439
[2.0.69] Power outages might erase custom logistic network names
What did you do?
I've placed three roboports in series and completely discharged the middle one.
What happened?
The other roboports got their own networks, both with the same custom name. After the discharged one reconnected, it created a new logistic network with autogenerated name
What did ...
I've placed three roboports in series and completely discharged the middle one.
What happened?
The other roboports got their own networks, both with the same custom name. After the discharged one reconnected, it created a new logistic network with autogenerated name
What did ...
- Sat Aug 31, 2024 12:46 pm
- Forum: Modding interface requests
- Topic: Decorative power pole prototype
- Replies: 1
- Views: 580
Decorative power pole prototype
I am trying to solve the issue with decoratively placed power poles with their own networks taking huge performance hit. My current solution is to create large power network that connects all the disconnected networks (no producer, no consumer) together, but that has other issues like having to ...
- Sat Aug 31, 2024 11:46 am
- Forum: Modding interface requests
- Topic: Method to prevent certain automatic power pole connections
- Replies: 1
- Views: 1236
Re: Method to prevent certain automatic power pole connections
I am trying to optimize power networks (many disconnected power networks) by merging them all into single big network, because the stats are being (likely) collected regardless of whether the network has any producers or consumers.
This solved UPS issues of many networks but now I need to prevent ...
This solved UPS issues of many networks but now I need to prevent ...
- Fri May 31, 2024 5:30 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 122
- Views: 48645
Re: Friday Facts #413 - Gleba
Nice job! I can't wait for what the final sprites will look like.
I hope the final mix of the soundtrack will leave out the alternating music in left and right channel at the beginning. That thing is so pronounced, it is awful.
I hope the final mix of the soundtrack will leave out the alternating music in left and right channel at the beginning. That thing is so pronounced, it is awful.
- Mon Apr 15, 2024 5:00 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 59811
Re: Friday Facts #406 - Space Age Music
What the undisclosed music at around 4:00 sounds like to me:
Infernotown.png
I have a suggestion, you could have two sets of playlists for each planet.
The discovery playlist with one or two tracks that play when the player character lands on the planet to set the mood. But then have the regular ...
Infernotown.png
I have a suggestion, you could have two sets of playlists for each planet.
The discovery playlist with one or two tracks that play when the player character lands on the planet to set the mood. But then have the regular ...
- Sat Mar 02, 2024 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Better hotkey system
- Replies: 0
- Views: 813
Better hotkey system
Factorio has a lot of hotkeys and not all hotkeys are useful in every situation. So I usually set up dual-use hotkeys. Especially when I know that the two actions will never happen simultaneously. For example connect rolling stock and jetpack. Another case is simple module inserter where you have to ...
- Mon Feb 19, 2024 8:15 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 52745
Re: Friday Facts #398 - Fulgora
This gave me an idea. It should be Like Dune II, you can't build large structures over sand or soft terrain.
https://www.myabandonware.com/media/screenshots/d/dune-ii-the-building-of-a-dynasty-1e7/dune-ii-the-building-of-a-dynasty_19.gif
There are mods for this and it should stay as such, it ...
- Sun Feb 18, 2024 10:48 pm
- Forum: Gameplay Help
- Topic: how do I set the traffic lights so that this train passes?
- Replies: 4
- Views: 1484
Re: how do I set the traffic lights so that this train passes?
My general guideline is - Put chain signals everywhere for any single-track system. Then you can tinker with regular signals later to figure out how to use them.
- Fri Feb 09, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 122
- Views: 51366
Re: Friday Facts #397 - Factoriopedia
So does Factoriopedia support uncommon cases like fuel byproducts? Is there support for scripted actions like performing a ritual that is not a part of recipe system, for example delivering specific items to selected chests to produce an item in a scenario? The Factoriopedia entry (or link) would ...