Search found 190 matches

by Osmo
Thu Nov 06, 2025 2:48 pm
Forum: Modding discussion
Topic: [Question] Are these doable via modding?
Replies: 5
Views: 356

Re: [Question] Are these doable via modding?

1) No, only productivity technology effect exists, as has been said above.
2) No, you can change all base effects, but not at runtime.
3) You could enable and disable some recipes at runtime, which could be used to change whether reipes with fluids are available, for example, but not most other ...
by Osmo
Wed Oct 29, 2025 12:47 am
Forum: Modding interface requests
Topic: Gui element that shows script inventory
Replies: 8
Views: 458

Re: Gui element that shows script inventory

Allowing cursor interactions is usually the whole point, otherwise a table could work for just displaying the inventory (though there are a lot of things that need to be replicated, like filters, bar, quality, health and spoilage meters, etc.). Disabling the element could disable all interactions ...
by Osmo
Mon Oct 27, 2025 12:19 pm
Forum: Not a bug
Topic: [2.0.69] Crafting speed displayed incorrectly
Replies: 4
Views: 350

Re: [2.0.69] Crafting speed displayed incorrectly

Jon8RFC wrote: Mon Oct 27, 2025 12:01 pm Or am I just confused and the percentages are supposed to be static, given the base speed?
Yes, the percentages are relative to base speed. The total speed should be accurate and in your screenshots it changes. The bonus percentage from beacons/modules stays the same.
by Osmo
Mon Oct 27, 2025 12:15 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Debug Tooltip missing for recipe signals
Replies: 2
Views: 258

Re: [2.0.72] Debug Tooltip missing for recipe signals

I'd add that recipe tooltips in signals selection are lacking in general, not just for debug info. It used to be a big issue in py, where there was barely any distinction between recipe signals and item signals. It has been partially improved with disctinct icons, but not completely.
There might be ...
by Osmo
Mon Oct 27, 2025 11:42 am
Forum: Modding help
Topic: How to make space way
Replies: 2
Views: 192

Re: How to make space way

You need to define space connections https://lua-api.factorio.com/latest/pro ... otype.html
by Osmo
Fri Oct 24, 2025 10:51 am
Forum: Modding help
Topic: I want to right-align the label
Replies: 5
Views: 353

Re: I want to right-align the label

You can (and often should) set player.opened to your gui. That will make pressing e and escape, as well as opening any other gui send the on_gui_closed event, so opening other guis is not an issue.

As for blocking other actions such as moving, it depends on what you want to do. Maybe its not even ...
by Osmo
Thu Oct 23, 2025 10:58 am
Forum: Modding help
Topic: I want to right-align the label
Replies: 5
Views: 353

Re: I want to right-align the label

horizontal_align controls how the child elements are aligned. So instead of adding labels directly, for each label, add a flow, set its horizontally_stretchable to true and set horizontal_align on it. Then add a label to the flow.
by Osmo
Thu Oct 23, 2025 1:34 am
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 22
Views: 1244

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I support a unified field with default value. The beginner argument could make sense if the default value was non-trivial like "All categories are allowed", but i see no issue with defaulting to {"crafting"}.
by Osmo
Tue Oct 21, 2025 1:10 pm
Forum: Modding help
Topic: welcome message on player joined game
Replies: 4
Views: 301

Re: welcome message on player joined game


I'm not sure if the message will be shown to all active players or just those who have connected.

Since you use game.print, it will print the message to all players. Use player.print if you want to print a message for a specific player.

also the question: is it possible pop-up message instead ...
by Osmo
Tue Oct 21, 2025 3:54 am
Forum: Modding interface requests
Topic: custom per-gui element tooltip for minimap
Replies: 2
Views: 218

Re: custom per-gui element tooltip for minimap

This seems like it should be moved to (or opened as a new) modding interface requests since there is currently no way to do it
(and at least one person confused it with one, as almost did i :lol:)
by Osmo
Tue Oct 21, 2025 3:42 am
Forum: Modding interface requests
Topic: Access to transparent sprites for custom gui
Replies: 3
Views: 230

Re: Access to transparent sprites for custom gui

+1, its essential for replicating item/inventory slots and can be useful for other stuff
by Osmo
Sun Oct 19, 2025 10:39 am
Forum: Modding help
Topic: Is there no separate event for entity clicks?
Replies: 2
Views: 235

Re: Is there no separate event for entity clicks?

Also https://lua-api.factorio.com/latest/eve ... InputEvent if you create a CustomInput linked to open-gui and read player.selected (which can work for entities out of reach and/or ones that can't have a gui)
by Osmo
Thu Oct 16, 2025 5:10 pm
Forum: Modding help
Topic: player teleport sound
Replies: 2
Views: 221

Re: player teleport sound

this is probably the sound of the message being printed in the chat, which can be changed with this https://lua-api.factorio.com/latest/con ... tings.html
by Osmo
Mon Oct 13, 2025 11:06 pm
Forum: Resolved Requests
Topic: Please clarify what can be stored in dictionary objects
Replies: 8
Views: 558

Re: Please clarify what can be stored in dictionary objects


I was asking for something that obviously wouldn’t be included in the documentation.

Actually, since the api does document types like float and unit32, it would make sense to have a page for the "dictionary" type, similar in nature to the page for LuaCustomTable. Dictionary isn't a word used in ...
by Osmo
Sun Oct 12, 2025 7:49 pm
Forum: Resolved Requests
Topic: LuaForce.create_space_platform optional
Replies: 1
Views: 179

LuaForce.create_space_platform optional

https://lua-api.factorio.com/latest/cla ... e_platform
The description says
Table (optional) with the following fields:
However it doesn't look like its actually optional. If it is, default behaviour should be documented because it doesn't make much sense.

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