Search found 539 matches
- 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.
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
- 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 ...
All ...
- 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 ...
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 ...
- Wed Jul 29, 2026 1:06 am
- Forum: Modding interface requests
- Topic: Add custom tooltips for ingredients and products, similar to quality-related tooltips
- Replies: 4
- Views: 305
- 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 ...
- 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 ...
- 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)
Fair enough, thanks for the quick response.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.
- 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 ...
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 ...
- 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.
- 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.
- 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 ...