Search found 420 matches
- Sun Dec 21, 2025 4:40 pm
- Forum: Modding interface requests
- Topic: CustomTooltipField sections
- Replies: 1
- Views: 188
CustomTooltipField sections
I would like to use the fancy built-in sections when developing custom tooltips for compound entities. I know that I can attach the color and icons, the thing I'm specifically requesting is the ability to have sections with a header and dividers so that they are visually distinct from the rest of ...
- Sat Dec 20, 2025 9:36 pm
- Forum: Modding interface requests
- Topic: Make EntityPrototype.tile_buildability_rules also search entity collision masks
- Replies: 2
- Views: 223
Re: Make EntityPrototype.tile_buildability_rules also search entity collision masks
Not sure if this would be fitting for tile buildability rules, but having a similar way to restrict placement based on entities around would be handy, especially for showing the valid placement spots to the user as highlighting entities green/red based on cursor position isn't something mods can ...
- Fri Dec 19, 2025 6:51 am
- Forum: Modding interface requests
- Topic: Make EntityPrototype.tile_buildability_rules also search entity collision masks
- Replies: 2
- Views: 223
Make EntityPrototype.tile_buildability_rules also search entity collision masks
As in title, tile_buildability rules should support all collision mask sources and not just tiles. This would be really nice for creating things like wind turbines that can't be in a certain distance from other wind turbines but other entities can be nearby.
- Fri Dec 12, 2025 2:47 am
- Forum: Modding interface requests
- Topic: LuaEntity.remove_control_behaviour
- Replies: 4
- Views: 281
Re: LuaEntity.remove_control_behaviour
https://forums.factorio.com/viewtopic.php?p=686155
The exact topic you were just on. For removing control behavior if it isn't used. But yes, I will be attempting to not create control behavior if required, just need to update the mod.
Explanation: I create control behavior on entities when they ...
The exact topic you were just on. For removing control behavior if it isn't used. But yes, I will be attempting to not create control behavior if required, just need to update the mod.
Explanation: I create control behavior on entities when they ...
- Fri Dec 12, 2025 12:38 am
- Forum: Modding interface requests
- Topic: LuaEntity.remove_control_behaviour
- Replies: 4
- Views: 281
Re: LuaEntity.remove_control_behaviour
Yes, i believe it should be reasonable as long as those side effects mentioned are documented. They also wouldn't be particularly difficult to work around.
- Thu Dec 11, 2025 11:17 pm
- Forum: Won't fix.
- Topic: [2.0.72] Inserters depositing fuel in the additional output slots of factories that require fuel
- Replies: 13
- Views: 702
- Thu Dec 11, 2025 11:17 pm
- Forum: Modding interface requests
- Topic: LuaEntity.remove_control_behaviour
- Replies: 4
- Views: 281
LuaEntity.remove_control_behaviour
A way to remove the control behavior of entities
- Thu Dec 11, 2025 2:06 am
- Forum: Modding interface requests
- Topic: defines.event.on_entity_crafting_complete
- Replies: 7
- Views: 2809
Re: defines.event.on_entity_crafting_complete
I'm working on a script handler for such an event but it's not cheap to run. I'll be adding it to the following mod when it's done.
https://mods.factorio.com/mod/perel
https://mods.factorio.com/mod/perel
- Tue Dec 09, 2025 10:20 pm
- Forum: Modding interface requests
- Topic: Equipment Grid EEI
- Replies: 3
- Views: 427
Re: Equipment Grid EEI
That, a runtime adjustable generator/consumerRseding91 wrote: Tue Dec 09, 2025 2:57 pm I think I'm missing something. That's functionally just the generator equipment - which generates a fixed amount of energy per tick.
Or is it, you want a generator equipment that you can adjust the generation runtime?
- Thu Dec 04, 2025 6:26 pm
- Forum: Not a bug
- Topic: [2.0.72] Reading LuaGuiElement.style.width does not work
- Replies: 3
- Views: 273
Re: [2.0.72] Reading LuaGuiElement.style.width does not work
Shouldn't it report back whatever the style default is for natural_width, minimum_width, and maximum_width?
- Thu Dec 04, 2025 4:24 am
- Forum: Won't implement
- Topic: Read access for LuaGuiElement.width and height (or LuaGuiElement.style.width)
- Replies: 1
- Views: 236
Read access for LuaGuiElement.width and height (or LuaGuiElement.style.width)
As in title, I want to be able to find out the current width and height of a LuiGuiElement. It doesn't quite make sense to access via LuaStyle but that might be the better place for it. Specifically, I want to know what the width/height is based on the style settings (padding, margins, natural_width ...
- Thu Dec 04, 2025 4:20 am
- Forum: Not a bug
- Topic: [2.0.72] Reading LuaGuiElement.style.width does not work
- Replies: 3
- Views: 273
[2.0.72] Reading LuaGuiElement.style.width does not work
First, yes I know .width is not a valid parameter for read but it makes more sense in the title (imo it should be readable as the current width/height but thats a feature request). I have attempted to read natural_width, minimum_width, and maximum_width of a newly created frame and button element ...
- Wed Dec 03, 2025 6:36 am
- Forum: Modding interface requests
- Topic: Read style protoype properties at runtime
- Replies: 4
- Views: 497
Re: Read style protoype properties at runtime
+1, for the purpose of properly placing mod GUIs on top of vanilla GUIs that normally don't have relative handlers.
- Tue Dec 02, 2025 6:11 pm
- Forum: Modding interface requests
- Topic: Loader with fluid energy source doesn't work properly at all
- Replies: 2
- Views: 276
Re: [2.0.72] Loader with fluid energy source doesn't work properly at all
I want to have a loader with an energy source (in this case fluid) that consumes power all the time regardless of if it is actually doing work. If possible, I'd like to have the power consumption not affected by how many items it moves. If the base request (consuming power regardless of work) is not ...
- Tue Dec 02, 2025 6:08 pm
- Forum: Modding interface requests
- Topic: Have CustomInput respect the hidden property
- Replies: 3
- Views: 375
Re: Have CustomInput respect the hidden property
Another option would be 'forced' CustonInput types that cannot be changed by the player, i.e. to override events that do not have a native script handler
- Tue Dec 02, 2025 8:18 am
- Forum: Modding interface requests
- Topic: Loader with fluid energy source doesn't work properly at all
- Replies: 2
- Views: 276
Loader with fluid energy source doesn't work properly at all
Tried a couple of things when messing with fluid energy sources on loaders, and none of them function like one would assume. Having only fluid_usage_per_tick and energy_per_item = nil or 0J, loaders will work regardless of if they have fuel and flash a warning if they don't have fuel. Fuel will not ...
- Sun Nov 30, 2025 8:18 pm
- Forum: Modding interface requests
- Topic: Tooltip field that's modifiable at runtime
- Replies: 2
- Views: 308
Re: Tooltip field that's modifiable at runtime
+1, even a single field shared per-mod would be insanely useful
- Sun Nov 30, 2025 6:07 am
- Forum: Ideas and Suggestions
- Topic: Asteroid collector blacklist filter or target priorities
- Replies: 8
- Views: 1075
Re: Asteroid collector blacklist filter or target priorities
You can dynamically set the filter so there is basically no real limit to the number of asteroids to filter out. So this is already possible in the game with circuit integration
The point was to not require circuit management for filters. And even if you do use circuits there can only be 5 ...
- Thu Nov 27, 2025 12:18 pm
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3747
Re: Disable quality chances per item in a recipes results
Amazing! Thank you so much for your work!boskid wrote: Thu Nov 27, 2025 9:48 am This is now implemented for 2.1: It will be possible to opt out of quality roll, and it will be possible to set a specific quality of the ingredient/product.
- Tue Nov 25, 2025 3:39 am
- Forum: Ideas and Suggestions
- Topic: Asteroid collector blacklist filter or target priorities
- Replies: 8
- Views: 1075
Re: Asteroid collector blacklist filter or target priorities
relevant to this request
OK. Let's say you using a "mods that might add more than four types of asteroids". At some point you need to blacklist all types from mods and some SA types. Or all SA types and some types from mods. Both cases goes over five types. With blacklist being limited to five ...