Sure, but windows only and seems mostly vibe-coded with antigravity.
Get a platform independent version?
Search found 169 matches
- Sat Mar 21, 2026 12:49 am
- Forum: Development tools
- Topic: [Tool] FactorioModTranslator: Localize any mod into your language
- Replies: 1
- Views: 162
- 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
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.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
- Thu Mar 19, 2026 10:31 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
Thanks for the explanation.
- 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.
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.
- 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 ...
--- @type data.ElectricEnergyInterfacePrototype
local power_entity = {
-- PrototypeBase
type = 'electric-energy-interface',
name = 'my-thing',
hidden = true,
hidden_in_factoriopedia = true,
-- ElectricEnergyInterfacePrototype
---@type data.ElectricEnergySource ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
However, if I register to receive the on_gui_opened event for my custom entities, nothing happens. I never receive an ...
- 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 ...
- 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 ...
It seems to me that something like this should exist in ...
- 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).
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).
- 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 ...
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 ...
- 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 ...
I can blueprint my mod entities and build them. If these io pins ...
- 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 ...
0 is “no bit set” and a station with that value is not part of any network (no bit ...
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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!