Search found 539 matches

by protocol_1903
Wed Aug 12, 2026 2:27 am
Forum: Modding interface requests
Topic: Add LuaGuiElement type for InventorySlot?
Replies: 3
Views: 174

Re: Add LuaGuiElement type for InventorySlot?

+1, pointing to specific inventory slots would be nice. Even if separated from the Inventory type for implementation reasons. I can think of trying to link to specific slots in the player's inventory/guns/ammo that would also benefit from the 1-slot approach.
by protocol_1903
Wed Aug 12, 2026 2:19 am
Forum: Modding interface requests
Topic: LuaGuielement ElemList tooltip type
Replies: 2
Views: 129

Re: LuaGuielement ElemList tooltip type

+1

If possible, it would be nice to be able to describe elements as a list of ItemPrototypeName and possibly extra info. I would like to use this to reimplement certain UIs from pYanodons, particularly caravans and dig sites where food (fuel) can be inserted, and having a semi-custom or fully ...
by protocol_1903
Wed Aug 12, 2026 1:59 am
Forum: Modding interface requests
Topic: Add sprite faded_percent to LuaGuiElement
Replies: 3
Views: 119

Re: Add sprite faded_percent to LuaGuiElement

This might be caused by the sprite being rendered in front of the background red in the custom variation, as opposed to behind it in the crafter UI. If so, it might be nice to have a property in EmptySpriteInfo that specifies an "overlay color" or whether to render the usual red overlay when empty ...
by protocol_1903
Wed Aug 12, 2026 1:54 am
Forum: Modding interface requests
Topic: LuaGuiElement Inventory filter slots
Replies: 5
Views: 253

Re: LuaGuiElement Inventory filter slots


Inventory filters are fully supported. Things like crafting machines *do not use filters*, instead they use secondary logic to restrict what can go into a slot based on the active recipe. The custom gui logic does not have special case logic to account for displaying those restrictions.


Would ...
by protocol_1903
Mon Aug 10, 2026 6:17 pm
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 1583

Re: Add custom spoilage categories


I can’t say I agree with this proposal as it stands. Spoilage refers not only to the flavor of the decay process, but also to a concrete game mechanic in which items get immediately swapped out while in machines, etc.

Players intuitively understand what it means for a biter egg to "spoil". It ...
by protocol_1903
Mon Aug 10, 2026 4:55 am
Forum: Bug Reports
Topic: [2.1.14] FluidWagonPrototype base_valve_offset issues
Replies: 1
Views: 219

[2.1.14] FluidWagonPrototype base_valve_offset issues

After following up on boskid's advice in 135371 , I noticed that base_valve_xy_offset_when_horizontal and base_valve_xy_offset_when_vertical do not function independently. Neither will function properly when the other is nil or set to {0, 0}. This isn't documented, so I assuming it's a bug, probably ...
by protocol_1903
Sun Aug 09, 2026 8:11 pm
Forum: Not a bug
Topic: [2.0.73] FluidWagonPrototype::tank_spacing does nothing
Replies: 4
Views: 378

Re: [2.0.73] FluidWagonPrototype::tank_spacing does nothing


It defaults to 2, however if you specify this value manually it will just trigger usual "prototypes changed" loading mode where various structures are rebuilt and this may fix the pump in the same way as loading save while holding Ctrl to force prototypes changed mode manually.


Would the ...
by protocol_1903
Mon Aug 03, 2026 10:03 pm
Forum: PyMods
Topic: Thanks, Py, and a couple of ideas.
Replies: 54
Views: 33262

Re: Thanks, Py, and a couple of ideas.


Hello everyone, fellow masochists. How is the mod's development coming along? It’s been a long time. I’d love to do some thinking, daydreaming, and writing about something new. But I don’t know what stage the development is at—what’s been done and what hasn’t. Is there anywhere I can check on the ...
by protocol_1903
Sat Aug 01, 2026 9:34 pm
Forum: Not a bug
Topic: [2.0.73] FluidWagonPrototype::tank_spacing does nothing
Replies: 4
Views: 378

Re: [2.0.73] FluidWagonPrototype::tank_spacing does nothing


Thanks for the report. This is Not a bug.

Realistically the tank_spacing becomes meaningful only when fluid wagon has at least 3 tanks and since you are showing fluid wagon with 2 tanks, you will not see any behavior changes. There are 2 sets of tank spacing: one is visual related to valves ...
by protocol_1903
Sat Aug 01, 2026 9:31 pm
Forum: Modding interface requests
Topic: Add scale_fuel_usage to burner-generators
Replies: 2
Views: 219

Re: Add scale_fuel_usage to burner-generators

Burner generators do this automatically
by protocol_1903
Fri Jul 31, 2026 1:33 am
Forum: Not a bug
Topic: [2.0.73] FluidWagonPrototype::tank_spacing does nothing
Replies: 4
Views: 378

[2.0.73] FluidWagonPrototype::tank_spacing does nothing

Title, the tank_spacing property on fluid wagons doesn't seem to do anything. I got a bug report that describes an issue with 2-port fluid wagons. Since the tank_spacing property is new, I tried that out to fix it. It seems to fix the issue, but as far as I can tell it doesn't do anything else.

All ...
by protocol_1903
Wed Jul 29, 2026 2:17 am
Forum: Bug Reports
Topic: [2.1.12] Crash using debugger while save is being loaded after script assert
Replies: 2
Views: 419

[2.1.12] Crash using debugger while save is being loaded after script assert

pYmod versions from git (just alienlife and dependents, mods attached. graphics mods not included, need to download from portal)


Start factorio from vscode with debugger attached
Load attached save or start new save
Debugger catches assert error
Game crashes to desktop


Pretty repeatable on ...
by protocol_1903
Tue Jul 28, 2026 1:33 am
Forum: Modding interface requests
Topic: recommended and load order independent (+~) dependencies
Replies: 4
Views: 418

Re: recommended and load order independent (+~) dependencies

Honestly, it feels like this would be solved by just making recommended dependencies only change where the mod is shown in the UI, then you can use whatever other dependency marker to define how it would load. If recommended dependencies were load order agnostic, I could add another optional ...
by protocol_1903
Fri Jul 24, 2026 2:27 am
Forum: Modding interface requests
Topic: Nonstandard ItemPrototypeFilter field for prototypes.get_item_filtered
Replies: 0
Views: 120

Nonstandard ItemPrototypeFilter field for prototypes.get_item_filtered

Normally, when using the API, fields/keys always follow the pattern of lowercase letters with underscores as separators between words. However, for the fuel-category search filter when filtering for item prototypes, the key is "fuel-category" instead of the expected "fuel_category". This is ...
by protocol_1903
Thu Jul 23, 2026 6:31 pm
Forum: Not a bug
Topic: [2.1.12] Quality can't be applied to fish (entity)
Replies: 2
Views: 354

Re: [2.1.12] Quality can't be applied to fish (entity)

boskid wrote: Thu Jul 23, 2026 4:58 am Main set of entities that support quality are entities derived from EntityWitgOwnerPrototype. Fishes are not one of those and they are not the rare exceptions, as such this is Not a bug.
Fair enough, thanks for the quick response.
by protocol_1903
Thu Jul 23, 2026 2:53 am
Forum: Not a bug
Topic: [2.1.12] Quality can't be applied to fish (entity)
Replies: 2
Views: 354

[2.1.12] Quality can't be applied to fish (entity)

As in title, I can't get quality fish (entity) by any means I know of. I've tried the following:


Placing legendary fish in water with the drop keybind (z)
Script creating fish with the following command: /c game.surfaces[1].create_entity{name = "fish", quality = "legendary, position = {0, 0 ...
by protocol_1903
Sat Jul 18, 2026 11:38 am
Forum: Ideas and Requests For Mods
Topic: Idea for mod: item deterioration based on belt/robot travel distance
Replies: 3
Views: 268

Re: Idea for mod: item deterioration based on belt/robot travel distance

Not even remotely possible unless you re-implement the entire mechanic via script. Which itself isnt very feasible.
by protocol_1903
Tue Jul 14, 2026 10:26 pm
Forum: Modding interface requests
Topic: Ability to depend on Space Age resources without using Space Age mod itself
Replies: 7
Views: 733

Re: Ability to depend on Space Age resources without using Space Age mod itself

Ah, that makes sense. It's unfortunate that there isn't a better solution right now.
by protocol_1903
Tue Jul 14, 2026 5:25 pm
Forum: Modding interface requests
Topic: LuaCircuitNetwork.signals_changed
Replies: 19
Views: 5670

Re: Circuit network signal monitoring


My suggestion is to add a function to LuaCircuitNetwork that enables a monitor on it, causing a new event type to be fired every time the signals on the network change. And possibly with support for signal filters because many control behaviours only use one signal or one signal kind. (Set value ...

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