Search found 169 matches

by hgschmie
Sat Mar 21, 2026 12:49 am
Forum: Development tools
Topic: [Tool] FactorioModTranslator: Localize any mod into your language
Replies: 1
Views: 162

Re: [Tool] FactorioModTranslator: Localize any mod into your language

Sure, but windows only and seems mostly vibe-coded with antigravity.

Get a platform independent version?
by hgschmie
Thu Mar 19, 2026 10:32 pm
Forum: Not a bug
Topic: [2.0.76] ElectricEnergyInterface entity status is always ok
Replies: 5
Views: 311

Re: [2.0.76] ElectricEnergyInterface entity status is always ok

Osmo wrote: Thu Mar 19, 2026 9:10 pm You can also assign a custom status to the entity, when it is selected/opened by a player
Agreed. However, for a custom status (e.g. low power/no power), I would need to know that this condition exists right now and there is not a good way to find out.
by hgschmie
Thu Mar 19, 2026 4:34 pm
Forum: Not a bug
Topic: [2.0.76] ElectricEnergyInterface entity status is always ok
Replies: 5
Views: 311

Re: [2.0.76] ElectricEnergyInterface entity status is always ok

(replying to my own post)

I tested this by replacing the ElectircEnergyInterface with a Lamp and that behaves as expected. But with a lamp, I can not control the energy consumption (only on/off).

So this look like a bug with ElectricEnergyInterface to me.
by hgschmie
Thu Mar 19, 2026 5:52 am
Forum: Not a bug
Topic: [2.0.76] ElectricEnergyInterface entity status is always ok
Replies: 5
Views: 311

[2.0.76] ElectricEnergyInterface entity status is always ok

I have an entity like this:


--- @type data.ElectricEnergyInterfacePrototype
local power_entity = {
-- PrototypeBase
type = 'electric-energy-interface',
name = 'my-thing',
hidden = true,
hidden_in_factoriopedia = true,

-- ElectricEnergyInterfacePrototype
---@type data.ElectricEnergySource ...
by hgschmie
Sun Mar 15, 2026 10:19 pm
Forum: Modding help
Topic: [2.0.76] Enumerating all know electrical networks on a surface
Replies: 0
Views: 128

[2.0.76] Enumerating all know electrical networks on a surface

Right now, I am using code similar to this:


local surface_index = 1
local known_networks = {}
for _, e in pairs (game.surfaces[surface_index].find_entities_filtered { type = 'electric-pole' }) do
known_networks[e.electric_network_id] = true
end

for id in pairs(known_networks) do
print(id)
end ...
by hgschmie
Sat Mar 14, 2026 4:21 am
Forum: Modding interface requests
Topic: [2.0.76] Allow any entity to fire on_gui_opened events
Replies: 2
Views: 215

[2.0.76] Allow any entity to fire on_gui_opened events

Pretty straightforward ask:

- add a new EntityPrototypeFlag: "allow-gui". Adding this flag to an entity prototype makes Entities fire the "on_gui_opened" event when clicked.
- in any on_gui_opened event that is fired by an entity that has no "natural" GUI, the gui_type in the event is set to ...
by hgschmie
Sat Mar 14, 2026 3:48 am
Forum: Modding help
Topic: Attach GUI to SimpleEntityWithOwner?
Replies: 2
Views: 209

Re: Attach GUI to SimpleEntityWithOwner?

Thanks for the quick answer. I will try a custom event first.
by hgschmie
Fri Mar 13, 2026 1:29 am
Forum: Modding help
Topic: Attach GUI to SimpleEntityWithOwner?
Replies: 2
Views: 209

Attach GUI to SimpleEntityWithOwner?

I have a mod that revolves around a SimpleEntityWithOwner at the core. Now I want to add a gui to it. The GUI is fully custom and works fine if I attach it e.g. to a container.

However, if I register to receive the on_gui_opened event for my custom entities, nothing happens. I never receive an ...
by hgschmie
Tue Feb 24, 2026 5:40 pm
Forum: Modding interface requests
Topic: [2.0.70] package key calculation for require
Replies: 4
Views: 709

Re: [2.0.70] package key calculation for require


There are some complexities/issues with such a function since internally when a given require() is processed the game goes over several possible resolution options - and the first one to exist on disk is the one that gets used. That isn't such a big issue in itself - except that the logic is ...
by hgschmie
Wed Feb 18, 2026 3:37 am
Forum: Modding interface requests
Topic: [2.0.70] package key calculation for require
Replies: 4
Views: 709

Re: [2.0.70] package key calculation for require

With 2.1 coming at some point, I’d like to ask again to consider adding support for a stable “package loaded” key to the factorio runtime. It would make life for a lot of use cases (especially circular dependency resolution) so much easier.

It seems to me that something like this should exist in ...
by hgschmie
Thu Feb 05, 2026 6:30 am
Forum: Modding discussion
Topic: [Guide] Making spritesheets with Blender
Replies: 38
Views: 72209

Re: [Guide] Making spritesheets with Blender

With this tutorial being a bit dated, anyone who is willing to update it to a more current blender version?

At this point, I have a 3D entity in blender but literally no clue on how to create a sprite sheet from it. Most tutorials expect familiarity with blender (I have not).
by hgschmie
Sun Feb 01, 2026 6:37 am
Forum: Balancing
Topic: Underground Pipes should have reach increased by 1.
Replies: 4
Views: 816

Re: Underground Pipes should have reach increased by 1.

Sounds harsh, but that is the type of change where AI excels. Claude wrote a mod that supports this in literally three minutes.

Get it from https://mods.factorio.com/mod/extended-underground-pipes. I tested it (it works) but I did not even look at the code. :-)

(If you don't like AI, don't ...
by hgschmie
Fri Jan 30, 2026 6:28 pm
Forum: Modding interface requests
Topic: scripted entities with wires and undo/redo
Replies: 0
Views: 301

scripted entities with wires and undo/redo

I have a mod with entities under script control (let's call them "io pins"). those entities are created when a parent is created and deleted when that parent is deleted. These entities support connecting wires (copper, red, green).

I can blueprint my mod entities and build them. If these io pins ...
by hgschmie
Wed Nov 26, 2025 12:38 am
Forum: Logistic Train Network
Topic: Provider cant see inventory
Replies: 1
Views: 420

Re: Provider cant see inventory

There is no network 0. The network id is “binary coded” and a set bit means that a station is part of that network. If you want to have distinct networks, you need to use single bits, so 1, 2, 4, 8, 16, and so on.

0 is “no bit set” and a station with that value is not part of any network (no bit ...
by hgschmie
Tue Nov 18, 2025 7:17 pm
Forum: Won't implement
Topic: Hide circuit connections that do not originate from the player
Replies: 2
Views: 481

Hide circuit connections that do not originate from the player

With the miniloader redux mod, I have entities that look like this:

Screenshot 2025-11-18 at 11.14.23.png

This is a freshly minted loader just sitting there. If you open the GUI, it opens the circuit network sub-GUI and shows red and green connections. That is because internally, the miniloader ...
by hgschmie
Sat Nov 01, 2025 5:18 pm
Forum: Bug Reports
Topic: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)
Replies: 3
Views: 704

Re: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)

Thanks. Appreciate you pointing those out. This is such a big API, I always learn new things.
by hgschmie
Tue Oct 21, 2025 4:41 am
Forum: Bug Reports
Topic: [2.0.71] Rich Text line breaks in LocalisedStrings (label caption)
Replies: 3
Views: 704

[2.0.71] Rich Text line breaks in LocalisedStrings (label caption)

I have a localised string that looks like this: open_gui_shift=Open GUI\n[font=default-semibold][color=128,206,240]Shift:[/color][/font] Open location on map

When I use this text as a tooltip, it renders like this:


Screenshot 2025-10-20 at 21.33.25.png


but when I use it as a caption for a ...
by hgschmie
Mon Oct 20, 2025 5:35 am
Forum: Modding interface requests
Topic: custom per-gui element tooltip for minimap
Replies: 4
Views: 709

custom per-gui element tooltip for minimap

Hi,

I have a gui with a number of elements (for train stations and trains). I want to be able to hover over a gui element (usually a piece of text like "xyz station" or "abc train") and that should show a minimap of either the train or station position.

There seems to be no rich text element for ...
by hgschmie
Thu Oct 16, 2025 5:03 pm
Forum: Not a bug
Topic: [2.0.70] Robot requests for Robo Ports don't work?
Replies: 4
Views: 682

Re: [2.0.70] Robot requests for Robo Ports don't work?

Oh, that was non-obvious to me. Thanks for the explanation!

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