Follow-up to https://forums.factorio.com/viewtopic.php?p=673493 - thank you for considering this nitpick in the first place :) You guys are awesome
I probably should've included the -with-quality elems alongside original post, but yeah - they seem to not respect hidden filter, while the rest do ...
Search found 10 matches
- Thu Jun 19, 2025 6:41 pm
- Forum: Bug Reports
- Topic: [2.0.57] hidden elem_filter not respected by -with-quality choose-elem-button
- Replies: 0
- Views: 53
- Sat May 31, 2025 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.54] hidden elem_filter in choose-elem-button doesn't actually show hidden entries
- Replies: 1
- Views: 645
[2.0.54] hidden elem_filter in choose-elem-button doesn't actually show hidden entries
LuaGuiElement#elem_filters in examples mentions the hidden filter:
-- Then, there are some types of filters that work on a specific kind of attribute. The following will configure a
-- choose-elem-button of type "entity" to only show entities that have their "hidden" flags set.
button.elem ...
-- Then, there are some types of filters that work on a specific kind of attribute. The following will configure a
-- choose-elem-button of type "entity" to only show entities that have their "hidden" flags set.
button.elem ...
- Wed May 28, 2025 4:08 pm
- Forum: Implemented mod requests
- Topic: [2.0.28] Furnace interaction with item+fluid ingredients should be clarified
- Replies: 4
- Views: 796
Re: [2.0.28] Furnace interaction with item+fluid ingredients should be clarified
Yeah I've never followed up with this. I tried flipping the ingredient order now and it works in 2.0.52, it seems to be a bug fixed since at least 2.0.48
- Tue May 20, 2025 11:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.51] choose-elem-button sticky hover if enabled with script then had selection
- Replies: 1
- Views: 981
[2.0.51] choose-elem-button sticky hover if enabled with script then had selection
1. Create a choose-elem-button with any elem_type, but starting disabled
2. Enable it later. If running Space Age, assign any elem_filters to it, otherwise it will work as expected
3. Perform selection
4. Expect its graphics to return to normal. Instead it's as if it's still being hovered over ...
2. Enable it later. If running Space Age, assign any elem_filters to it, otherwise it will work as expected
3. Perform selection
4. Expect its graphics to return to normal. Instead it's as if it's still being hovered over ...
- Mon May 12, 2025 5:28 pm
- Forum: Modding interface requests
- Topic: Plant - agricultural tower relations
- Replies: 3
- Views: 286
Re: Plant - agricultural tower relations
Thank you, genuinely! You lot are the best. This can be considered implemented in my opinion
Curious, would this mean that any one of the agricultural towers may mine that plant, or does it imply something else?Genhis wrote: Mon May 12, 2025 2:47 pm Keep in mind that a plant can be registered in multiple agricultural towers.
- Sat May 10, 2025 1:03 pm
- Forum: Implemented mod requests
- Topic: Inferring agricultural tower planting bounds at runtime
- Replies: 1
- Views: 258
Inferring agricultural tower planting bounds at runtime
There is no way to infer the bounds of an agricultural tower at runtime.
Exposing AgriculturalTowerPrototype#radius and AgriculturalTowerPrototype#growth_grid_tile_size (EDIT: already is, didn't notice) to LuaEntityPrototype is enough.
There is LuaEntityPrototype#radius already but it's related to ...
Exposing AgriculturalTowerPrototype#radius and AgriculturalTowerPrototype#growth_grid_tile_size (EDIT: already is, didn't notice) to LuaEntityPrototype is enough.
There is LuaEntityPrototype#radius already but it's related to ...
- Sat May 10, 2025 12:54 pm
- Forum: Modding interface requests
- Topic: Plant - agricultural tower relations
- Replies: 3
- Views: 286
Plant - agricultural tower relations
When an agricultural tower is hovered over, the plants that it seeded are shown:
05-10-2025, 14-39-11.png
It would be nice to have that exposed in runtime API, say with this signature:
[AgriculturalTower only] LuaEntity ::get_owned_plants() -> array[ LuaEntity ]
I imagine the game engine doesn ...
05-10-2025, 14-39-11.png
It would be nice to have that exposed in runtime API, say with this signature:
[AgriculturalTower only] LuaEntity ::get_owned_plants() -> array[ LuaEntity ]
I imagine the game engine doesn ...
- Sun May 04, 2025 12:07 am
- Forum: Implemented mod requests
- Topic: Cargo bay reverse relation to connected platform hub/landing pad
- Replies: 1
- Views: 259
Cargo bay reverse relation to connected platform hub/landing pad
There is LuaEntity#get_cargo_bays for relating space platform hub / cargo landing pad to its cargo bays, but no clean way to go in reverse.
Workaround for when connected to platform hub is cargo bay entity's .surface.platform.hub . When it's connected to landing pad, mod has to either keep track of ...
Workaround for when connected to platform hub is cargo bay entity's .surface.platform.hub . When it's connected to landing pad, mod has to either keep track of ...
- Sun Dec 29, 2024 10:55 pm
- Forum: Implemented mod requests
- Topic: [2.0.28] Furnace interaction with item+fluid ingredients should be clarified
- Replies: 4
- Views: 796
[2.0.28] Furnace interaction with item+fluid ingredients should be clarified
Imagine if recycling recipes required a fluid. Say you specify the fluid as 2nd ingredient:
data:extend({{
type = "recipe",
...
ingredients = {
{type = "item", name = item_name, amount = 1},
{type = "fluid", name = "promethium-emulsion", amount = fluid_requirement}
},
...
}})
Game would ...
data:extend({{
type = "recipe",
...
ingredients = {
{type = "item", name = item_name, amount = 1},
{type = "fluid", name = "promethium-emulsion", amount = fluid_requirement}
},
...
}})
Game would ...
- Mon Dec 09, 2024 12:39 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.24] Crash typing in console in remote view (agui::Layout::recursivePaintChildrenInternal)
- Replies: 2
- Views: 1058
[Rseding91] [2.0.24] Crash typing in console in remote view (agui::Layout::recursivePaintChildrenInternal)
Been on multiplayer with a friend for a while and eventually we ran into slight UPS problems. Friend decided to install this mod https://mods.factorio.com/mod/FPS_Friendly_Thrusters.
Now i'm running into an always reproducible crash, for some reason only on that multiplayer save. Beyond that we also ...
Now i'm running into an always reproducible crash, for some reason only on that multiplayer save. Beyond that we also ...