Search found 257 matches
- Sat Mar 28, 2026 11:22 am
- Forum: Modding help
- Topic: How to achieve volume slider
- Replies: 5
- Views: 380
Re: How to achieve volume slider
You can, you can hook on_gui_opened so it instead does whatever you want under any conditions you want, the end of that thread is where we arrived at the way we liked, adapting that looks easy.
This doesn't work for mod settings, settings menu is not a gui you can interact with in control stage ...
- Fri Mar 27, 2026 12:03 pm
- Forum: Modding help
- Topic: How to achieve volume slider
- Replies: 5
- Views: 380
Re: How to achieve volume slider
You cannot.
- Thu Mar 19, 2026 9:10 pm
- Forum: Not a bug
- Topic: [2.0.76] ElectricEnergyInterface entity status is always ok
- Replies: 5
- Views: 417
Re: [2.0.76] ElectricEnergyInterface entity status is always ok
You can also assign a custom status to the entity, when it is selected/opened by a player
- Thu Mar 19, 2026 5:37 am
- Forum: Minor issues
- Topic: [2.0.76] line gui element stretchability doesn't persist across save-load cycle
- Replies: 2
- Views: 221
Re: [2.0.76] line gui element stretchability doesn't persist across save-load cycle
That makes sense. For my usecase it matters to be able to read default value, but i'll hack my way around that
- Tue Mar 17, 2026 6:47 pm
- Forum: Ideas and Requests For Mods
- Topic: A way to temporarily freeze planet ticking?
- Replies: 4
- Views: 428
Re: A way to temporarily freeze planet ticking?
Doesn't seem like that's possible. You could find all entities on the surface and disable them with https://lua-api.factorio.com/latest/classes/LuaEntity.html#disabled_by_script which would handle most of the cases. Pollution would still dissipate naturally, but you can save the values, clear ...
- Tue Mar 17, 2026 1:16 pm
- Forum: Ideas and Suggestions
- Topic: Craft [X] trigger technology should say Produce [X] instead
- Replies: 0
- Views: 134
Craft [X] trigger technology should say Produce [X] instead
"Craft" here is incorrect terminology since it counts not just crafting, but also mining and offshore pump. This is fine in vanilla (though plates are smelted, not crafted, so it'd be more correct as well), but can be worse with mods, if another means of production is intended. "Produce" works for ...
- Tue Mar 17, 2026 12:35 pm
- Forum: Minor issues
- Topic: [2.0.76] line gui element stretchability doesn't persist across save-load cycle
- Replies: 2
- Views: 221
[2.0.76] line gui element stretchability doesn't persist across save-load cycle
Creating a new line gui element for some reason sets horizontally_stretchable on its style to true. This is probably relevant, though technically not a bug, but i don't see a good reason why this isn't just a property on the default style instead of what seems like an in-engine exception, given it ...
- Mon Mar 16, 2026 6:30 am
- Forum: Implemented mod requests
- Topic: Have CustomInput respect the hidden property
- Replies: 5
- Views: 642
Re: Have CustomInput respect the hidden property
Playing py mods and noticing that it has a bunch of custom inputs that seem like are supposed to be hidden. Not sure what these are used for, and maybe some of them have an appropriate linked_game_control, but doesn't seem like that's the case for all of them. изображение.png
I also have a mod ...
I also have a mod ...
- Sun Mar 15, 2026 6:42 am
- Forum: Documentation Improvement Requests
- Topic: EventData "tick" field should be uint64 type
- Replies: 4
- Views: 405
Re: EventData "tick" field should be uint64 type
lua5.2 numbers are iee754 doubles, which can represent exact integers up to 53 bits.
The docs should still say it is uint64 regardless because that's what it is. And in fact, there's even a type MapTick which is a uint64, and it is documented on uint64 page that lua cannot represent it. Its ...
- Sun Mar 15, 2026 2:58 am
- Forum: Modding help
- Topic: Problem with create_entity
- Replies: 1
- Views: 194
Re: Problem with create_entity
Didn't look much into your code, but if you just need an entity to not be minable, use this https://lua-api.factorio.com/latest/cla ... nable_flag
There is a lot of data entities have and copying all of it is just not viable
There is a lot of data entities have and copying all of it is just not viable
- Sun Mar 15, 2026 2:42 am
- Forum: Modding interface requests
- Topic: [2.0.76] Allow any entity to fire on_gui_opened events
- Replies: 2
- Views: 270
Re: [2.0.76] Allow any entity to fire on_gui_opened events
+1, for some entities it is possible to use another prototype (with the side effects that they have), but for others its just a no. Generators, units, etc.
- Fri Mar 13, 2026 6:39 pm
- Forum: Modding help
- Topic: Attach GUI to SimpleEntityWithOwner?
- Replies: 2
- Views: 247
Re: Attach GUI to SimpleEntityWithOwner?
That is correct, you don't get on_gui_opened event for entities that don't have a gui. You could detect it with a custom input event, but it will function incorrectly (triggers on click rather than on release (or the other way around)).
The simplest rotatable entities i could think of are: storage ...
The simplest rotatable entities i could think of are: storage ...
- Thu Mar 12, 2026 5:13 pm
- Forum: Modding help
- Topic: Putting vegetal decoration on Nauvis with cheats
- Replies: 2
- Views: 234
Re: Putting vegetal decoration on Nauvis with cheats
You can change map settings with the editor (/editor in chat). There's also a mod for that if you want to keep achievements. Then use https://mods.factorio.com/mod/regenerate-terrain
- Thu Mar 12, 2026 5:10 pm
- Forum: Modding help
- Topic: How to change the background color in the GUI for logistics requests?
- Replies: 4
- Views: 220
Re: How to change the background color in the GUI for logistics requests?
Items that are not in the inventory are marked in a different color.
background color in the GUI.jpg
For me the contrast is not enough.
Is there any way to change the background color or change the brightness?
It part of the GUI style. You can see the name of the style by activating the gui ...
- Sat Mar 07, 2026 1:13 am
- Forum: Modding help
- Topic: [unsolvable] How do I close the GUI by distance?
- Replies: 7
- Views: 838
Re: How do I close the GUI by distance?
You are adding 1 to dX and dY for some reason, which makes distance calculation wrong.
- Fri Mar 06, 2026 2:47 am
- Forum: Modding help
- Topic: [unsolvable] How do I close the GUI by distance?
- Replies: 7
- Views: 838
Re: How do I close the GUI by distance?
I don't see what the issue is
- Thu Mar 05, 2026 4:00 pm
- Forum: Modding interface requests
- Topic: Read if controls have keys bound to them in locale or in general
- Replies: 1
- Views: 161
Read if controls have keys bound to them in locale or in general
Some UI elements in base game have tooltips like this: изображение.png
If i unbind the control from the settings, it is displayed like this: изображение.png
I have a similar UI, but as far as i know, there is no way to read the state of keybinds, so the only option is to always show them via rich ...
If i unbind the control from the settings, it is displayed like this: изображение.png
I have a similar UI, but as far as i know, there is no way to read the state of keybinds, so the only option is to always show them via rich ...
- Wed Mar 04, 2026 10:35 pm
- Forum: Modding help
- Topic: [unsolvable] How do I close the GUI by distance?
- Replies: 7
- Views: 838
Re: How do I close the GUI by distance?
I think reach_distance would be more appropriate (but its not documented what the differences are). If player.reach_distance doesn't return a value affected by bonuses, you can multiply it yourself by https://lua-api.factorio.com/latest/cla ... ance_bonus.
- Tue Mar 03, 2026 8:49 pm
- Forum: Mod portal Discussion
- Topic: Short mod descriptions incorrectly show `...`
- Replies: 2
- Views: 574
Re: Short mod descriptions incorrectly show `...`
Firefox... web stuff is cursedvinzenz wrote: Tue Mar 03, 2026 9:53 am IIRC this is a css bug with firefox. Which browser are you using?
- Fri Feb 27, 2026 6:00 pm
- Forum: Documentation Improvement Requests
- Topic: selection_priority does not always default to 50
- Replies: 2
- Views: 290
Re: selection_priority does not always default to 50
entity-util.lua also says
It would be good if the treshold at which the entity becomes unselectable was documwnted as welleditor_only = 20, -- entities not selectable by normal player (e.g. corpses, projectiles), but by editor in entity mode