The alt mode icon position can be adjusted by https://lua-api.factorio.com/latest/prototypes/EntityPrototype.html#icon_draw_specification.
This mod tries to make icons less obtrusive by modifying the icon shadow: https://mods.factorio.com/mod/Humble-Alt-Mode-Shadow-2
If a good set of offsets and ...
Search found 1243 matches
- Wed Jul 23, 2025 12:34 am
- Forum: Ideas and Suggestions
- Topic: Unobtrusive Alt Mode
- Replies: 7
- Views: 945
- Tue Jul 22, 2025 6:21 pm
- Forum: Documentation Improvement Requests
- Topic: Document that infinity_container_filters works on ghosts
- Replies: 3
- Views: 143
Re: Document that infinity_container_filters works on ghosts
Ah, thank you! I didn't notice that that part of the preamble is part of the API definition, not merely explanation.Bilka wrote: Tue Jul 22, 2025 3:32 pm Indeed, that's why the page says "Most functions on LuaEntity also work when the entity is contained in a ghost.".
- Mon Jul 21, 2025 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Toggle Individual Items in Logistics Group
- Replies: 6
- Views: 215
Re: Toggle Individual Items in Logistics Group
Maybe add support for dragging items across logistics groups?
I also had this issue switching between normal and legendary sciences. My problem could be solved with an "active science" group and an "inactive science" group and dragging items across them.
You can pipette to copy entries in ...
- Mon Jul 21, 2025 12:45 am
- Forum: Documentation Improvement Requests
- Topic: Document that infinity_container_filters works on ghosts
- Replies: 3
- Views: 143
Document that infinity_container_filters works on ghosts
I discovered that ghost infinity chest/wagon/pipe filters can be interacted with just like ghost logistic chests. The following entries should have the note "Also works for ghosts", similar to LuaEntity::get_inventory_filter().
LuaEntity::infinity_container_filters
LuaEntity::remove_unfiltered ...
LuaEntity::infinity_container_filters
LuaEntity::remove_unfiltered ...
- Sun Jul 20, 2025 10:32 pm
- Forum: Ideas and Suggestions
- Topic: Toggle Individual Items in Logistics Group
- Replies: 6
- Views: 215
Re: Toggle Individual Items in Logistics Group
You can put the same item in more than one group. If you need belts but not splitters and umdergrounds, just add a new section and put it there. Or do like I do, and have the first group be for items I set individually, and the following sections for things I control as groups.
- Sun Jul 20, 2025 1:10 pm
- Forum: Technical Help
- Topic: Crash upon running headless server with Space Age
- Replies: 3
- Views: 159
Re: Crash upon running headless server with Space Age
The headless server build already includes the DLC files, so no copying is necessary. Just create a Space Age save file on your client, same the map, and transfer it to the headless server saves directory. It will automatically load the DLC when it detects it in the save. (At least that's how it ...
- Fri Jul 18, 2025 7:04 pm
- Forum: Bug Reports
- Topic: [2.0.60] Incorrect handling of Selector combinator parameters table
- Replies: 0
- Views: 91
[2.0.60] Incorrect handling of Selector combinator parameters table
SelectorCombinatorParameters states that quality_source_static can be specified as type QualityID , which can be either LuaQualityPrototype or the string name of a quality prototype. However, both read and write of quality_source_static are done with a table in the form {name=<quality name>}. This ...
- Wed Jul 16, 2025 3:13 pm
- Forum: Gameplay Help
- Topic: Need help with train signals, pls
- Replies: 3
- Views: 202
Re: Need help with train signals, pls
As Loewchen said, use the tutorials and place signals without worrying about priority. Once you split each intersection (each of your pictures shows one "compound intersection" that should be signaled together) with chain signals, and place rail signals at each exit, train pathfinding will produce ...
- Wed Jul 16, 2025 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Windows Headless Server Edition
- Replies: 7
- Views: 338
Re: Windows Headless Server Edition
You can register your Steam purchase on Factorio.com and download it directly from there without using your Steam password, but you are correct that only the Linux headless server package is available without logging in.
- Wed Jul 16, 2025 12:41 pm
- Forum: Not a bug
- Topic: [2.0.60] Assembly machine stuck when nutrient spoil
- Replies: 2
- Views: 137
Re: [2.0.60] Assembly machine stuck when nutrient spoil
It's not stuck. Once the output is emptied of the recipe product, then the spoilage will be moved to the trash slot. It's like this so that idle machines don't constantly load more ingredients that spoil inside them.
- Tue Jul 15, 2025 8:02 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 4
- Views: 264
Re: Give any mod that depends on space-age the space age category
Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.
I don't think it would need to navigate the full dependency tree, just slap the label whenever a mod is uploaded that adds a dependency with the label or enables a ...
- Tue Jul 15, 2025 5:40 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 4
- Views: 264
Re: Give any mod that depends on space-age the space age category
Related:
viewtopic.php?t=126971
viewtopic.php?t=128597
Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.
viewtopic.php?t=126971
viewtopic.php?t=128597
Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.
- Sun Jul 13, 2025 3:37 am
- Forum: Modding help
- Topic: Help making my mod: How to make things persist across configuration changes?
- Replies: 1
- Views: 109
Re: Help making my mod: How to make things persist across configuration changes?
When the configuration changes, the game automatically recalculates which recipes should be unlocked based on all the technologies that have been researched. That way, if a mod adds a new recipe to an early tech, it gets unlocked immediately.
In your case, the recipes are not unlocked by any ...
In your case, the recipes are not unlocked by any ...
- Sat Jul 12, 2025 4:41 pm
- Forum: Modding interface requests
- Topic: Flag to order robots throw explosives on minable cliffs
- Replies: 2
- Views: 128
Re: Flag to order robots throw explosives on minable cliffs
Why should the robots waste explosives if they can mine it directly?
Is your actual intention to make a cliff that players can mine but robots cannot?
Is your actual intention to make a cliff that players can mine but robots cannot?
- Sat Jul 12, 2025 5:40 am
- Forum: Modding help
- Topic: Setting recipe outputs' quality
- Replies: 4
- Views: 274
Re: Setting recipe outputs' quality
Here's a different hack: make a dummy item as the product of the recipe that immediately spoils into the item you want. I'm not sure if it can spoil into a specific quality, but you can also attach a script trigger to the spoiling and change the quality of the output in code.
- Fri Jul 11, 2025 8:45 pm
- Forum: Ideas and Suggestions
- Topic: Inclusive filter option for Splitters
- Replies: 3
- Views: 263
Re: Inclusive filter option for Splitters
I agree this is an interesting idea. A better way to describe it is putting a blacklist filter for a particular on one of the outputs.
- Fri Jul 11, 2025 4:12 pm
- Forum: Ideas and Suggestions
- Topic: wire color inversion
- Replies: 3
- Views: 197
Re: wire color inversion
Looks like this mod will swap wire colors in a blueprint for you. https://mods.factorio.com/mod/BlueprintTools
- Thu Jul 10, 2025 3:48 am
- Forum: Won't fix.
- Topic: [2.0.59] math2d.bounding_box.contains_point does not use box orientation
- Replies: 1
- Views: 183
[2.0.59] math2d.bounding_box.contains_point does not use box orientation
The very convenient helper function function math2d.bounding_box.contains_point(box, point) always assumes box.orientation=0. When orientation is nonzero and the box is not square, it does not accurately tell you whether a given point is inside a given bounding box. The is true of all the bounding ...
- Fri Jul 04, 2025 7:37 pm
- Forum: Modding discussion
- Topic: Game can not tell you if a fluid with the same name as an item is missing.
- Replies: 4
- Views: 302
Re: Game can not tell you if a fluid with the same name as an item is missing.
The title is incomprehensible. The only way to explain what you mean is break down what you did step by step and where your expectations did not match what you observed. Are you talking about item/fluid prototype definitions, or item/fluid ingredients listed in a recipe prototype? Do you mean the ...
- Tue Jul 01, 2025 2:26 am
- Forum: Technical Help
- Topic: Map editor caused world corruption - Nauvis is Gleba now
- Replies: 8
- Views: 551
Re: Map editor caused world corruption - Nauvis is Gleba now
Sounds like too far gone. Just reload save from before map editor experiment.
Yeah, unfortunately I don't have one of those. The last autosave was from right after I executed the editor changes. Sigh...
Always save the map to a named file as soon as you start it. Then the game will prompt ...