TL;DR
Highlighting the reactors that are connected as neighbours during and after placement would increase legibility of what qualifies for the neighbour bonus.
What?
Entities that would connect because of NeighbourConnectable should be highlighted when you select one. I imagine it would work ...
Search found 189 matches
- Wed Aug 19, 2026 2:54 am
- Forum: Ideas and Suggestions
- Topic: Highlight neighbouring reactors
- Replies: 0
- Views: 68
- Thu Aug 13, 2026 10:41 pm
- Forum: Modding interface requests
- Topic: Chat API request: Ability to add a colored tag/prefix to player chat messages before render
- Replies: 4
- Views: 859
Re: Chat API request: Ability to add a colored tag/prefix to player chat messages before render
The *tag* part is already part of the api: https://lua-api.factorio.com/latest/classes/LuaPlayer.html#tag
Since it's just a string, you can use rich text to make it colored
I do still want some way to intercept and modify chat messages so I can prefix things like a timestamp on all messages, and ...
Since it's just a string, you can use rich text to make it colored
I do still want some way to intercept and modify chat messages so I can prefix things like a timestamp on all messages, and ...
- Wed Aug 12, 2026 7:30 pm
- Forum: Modding interface requests
- Topic: Add LuaGuiElement type for InventorySlot?
- Replies: 3
- Views: 185
Re: Add LuaGuiElement type for InventorySlot?
I can see it being a probelm to specify the slot though, since LuaItemStack doesn't always point at an inventory.
I always imagined it being an inventory and slot index pair. Didn't even consider the idea of using LuaItemStacks.
I also was considering fluidbox slots.. We know there's an ...
- Wed Aug 12, 2026 2:25 am
- Forum: Modding interface requests
- Topic: LuaGuiElement Inventory filter slots
- Replies: 5
- Views: 263
Re: LuaGuiElement Inventory filter slots
Would it be possible to add some way to render these psuedo-filters manually, like EmptySlotInfo per slot?
Ditto. A solution to be able to recreate this logic manually would be sufficient, and might in fact be a better resolution.
I can imagine it being used alongside someone's manual handling ...
- Tue Aug 11, 2026 9:18 pm
- Forum: Modding interface requests
- Topic: LuaGuielement ElemList tooltip type
- Replies: 2
- Views: 137
Re: LuaGuiElement ElemList tooltip type
Looks like I forgot that EmptySlotInfo already supports caption and text (2 of the 3 components)
Since my use case is empty inventory slots, It makes sense to just add it there and hard-restrict it to items.
Since my use case is empty inventory slots, It makes sense to just add it there and hard-restrict it to items.
- Tue Aug 11, 2026 9:12 pm
- Forum: Modding interface requests
- Topic: LuaGuielement ElemList tooltip type
- Replies: 2
- Views: 137
LuaGuielement ElemList tooltip type
Somewhat related to https://forums.factorio.com/77339 but smaller in scope, I want the ability to recreate the tooltip style used by furnace inputs, burner inputs, module slots, and maybe more.
08-11-2026, 15-08-47.png
I can see it either being an elem_tooltip type or a sister field, but it looks ...
08-11-2026, 15-08-47.png
I can see it either being an elem_tooltip type or a sister field, but it looks ...
- Tue Aug 11, 2026 9:00 pm
- Forum: Modding interface requests
- Topic: Add sprite faded_percent to LuaGuiElement
- Replies: 3
- Views: 128
Add sprite faded_percent to LuaGuiElement
The engine uses faded (desaturated?) sprites for filter slots, there does not seem to be any way for us to do the same for our sprites or sprite-buttons.
If the engine enables/disables it instead of applying some percentage value, I don't mind if it's is_faded instead.
Even if my requests (https ...
If the engine enables/disables it instead of applying some percentage value, I don't mind if it's is_faded instead.
Even if my requests (https ...
- Tue Aug 11, 2026 8:47 pm
- Forum: Modding interface requests
- Topic: Add LuaGuiElement type for InventorySlot?
- Replies: 3
- Views: 185
Add LuaGuiElement type for InventorySlot?
This is a far fetched request, I understand. I'll give you my use case because I can see ways it'd be implemented with the currently existed Inventory element.
I'm trying to recreate the crafter gui (I fear the point where I start considering the remote GUI) because I have a compound entity that ...
I'm trying to recreate the crafter gui (I fear the point where I start considering the remote GUI) because I have a compound entity that ...
- Tue Aug 11, 2026 8:27 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement Inventory filter slots
- Replies: 5
- Views: 263
LuaGuiElement Inventory filter slots
Standard filter slots work fine, but when pointing at an inventory that's filtered in an alternative way (eg crafter input) it does not appear. I request there be some mechanism to support these filters, which I understand might be difficult depending on current code structure. Alongside this ...
- Tue Aug 11, 2026 8:04 pm
- Forum: Implemented mod requests
- Topic: Inventory GUI element
- Replies: 1
- Views: 1394
- Tue Aug 11, 2026 8:01 pm
- Forum: Implemented mod requests
- Topic: Gui element that shows script inventory
- Replies: 9
- Views: 1546
Re: Gui element that shows script inventory
In my process of looking for duplicate requests about expanding the functionality of our new Inventory LuaGuiElement, I found this request.
This can be moved into implemented with 2.1.7
This can be moved into implemented with 2.1.7
- Mon Aug 10, 2026 5:54 am
- Forum: Bug Reports
- Topic: [2.1.14] FluidWagonPrototype base_valve_offset issues
- Replies: 1
- Views: 235
Re: [2.1.14] FluidWagonPrototype base_valve_offset issues
From protocol, since his account isn't working right now: Upon further investigation, it seems that the offsets don't function properly when the opposite axis for the other direction is 0 or nil, i.e. the vertical y offset will not function when the horizontal x offset is 0. I haven't checked but ...
- Fri Aug 07, 2026 2:07 am
- Forum: Modding interface requests
- Topic: make LuaEntity::loader_container writeable
- Replies: 1
- Views: 549
Re: make LuaEntity::loader_container writeable
+1
I'm making a compound entity so I can pretend an entity has multiple energy sources. To make the internal burners accessible I'm making specific input ports out of loaders, which means they'll inevitably overlap with the main entity. There might be a specific way to get them to link to the ...
I'm making a compound entity so I can pretend an entity has multiple energy sources. To make the internal burners accessible I'm making specific input ports out of loaders, which means they'll inevitably overlap with the main entity. There might be a specific way to get them to link to the ...
- Wed Jul 29, 2026 11:06 pm
- Forum: Documentation Improvement Requests
- Topic: Required Prototypes Auxillary Page
- Replies: 0
- Views: 165
Required Prototypes Auxillary Page
I am here to ask for an auxiliary page to list the required prototypes, eg: the 'out-of-map' tile. I feel there should be sections for each grouping of required prototypes; "core" for always required prototypes, "space_travel" for the prototypes required with the "space_travel" feature flag, etc ...
- Mon Jul 13, 2026 1:43 am
- Forum: Implemented mod requests
- Topic: A sibling API to play_sound: play_music
- Replies: 35
- Views: 7834
Re: A sibling API to play_sound: play_music
It seem difficult to mod without redoing the whole system, so i thought i would just suggest a "clicking" sound.
I don't think it would be. At a minimum, doing a linked control might be enough.
If not, you can play a sound if it and on_player_music_changed happen in quick succession.
- Fri Jul 03, 2026 3:15 am
- Forum: Implemented mod requests
- Topic: New TriggerEffectItem for Creating Pollution
- Replies: 5
- Views: 815
Re: New TriggerEffectItem for Creating Pollution
That sounds like you should be defining the entity . Since the trigger fires from a tile, there is no entity to use by default.
The failure to create pollution when it fails to find an entity does sound like a bug, which you should be reporting over in Bug Reports . Although I can see an argument ...
The failure to create pollution when it fails to find an entity does sound like a bug, which you should be reporting over in Bug Reports . Although I can see an argument ...
- Tue Jun 30, 2026 6:04 am
- Forum: Documentation Improvement Requests
- Topic: Describe order of ItemProductPrototype quality operations
- Replies: 0
- Views: 194
Describe order of ItemProductPrototype quality operations
In what order the quality change and quality roll apply affect the odds of the quality being output.
When I asked the discord, the conversation said that as of 2.1.8 it's
get recipe quality
apply quality_change
apply quality_min/quality_max
if affected_by_quality, apply quality effect
if ...
When I asked the discord, the conversation said that as of 2.1.8 it's
get recipe quality
apply quality_change
apply quality_min/quality_max
if affected_by_quality, apply quality effect
if ...
- Fri Jun 05, 2026 5:35 pm
- Forum: Resolved Requests
- Topic: New example on Mods page
- Replies: 3
- Views: 366
New example on Mods page
I know LuaHelpers is one of those objects that you could easily miss it being available in data stage. The only link I'm aware of is on the index page, and, in my experience, you're usually skipping it entirely when you feel more comfortable with the api.
So I suggest we add a snippet to Mods to ...
So I suggest we add a snippet to Mods to ...
- Sun May 31, 2026 1:51 am
- Forum: Duplicates
- Topic: [2.0.77] extra_count_fraction is incorrectly applied to product estimation
- Replies: 1
- Views: 248
[2.0.77] extra_count_fraction is incorrectly applied to product estimation
I was going to report that util.product_amount does not account for ItemProductPrototype::extra_count_fraction , but then I noticed the description on probability .
This made me go investigate if it really does match the amount on the tooltip and then various other ways it's estimated across the ...
This made me go investigate if it really does match the amount on the tooltip and then various other ways it's estimated across the ...
- Sat May 30, 2026 10:44 pm
- Forum: Not a bug
- Topic: [2.0.77] util.add_shift only supports array format
- Replies: 2
- Views: 495
Re: [2.0.77] util.add_shift only supports array format
I'll add that util.sprite_load also only supports the array format for shift. Although, considering that it isn't expected to work on arbitrary prototype data, but instead special file inputs, I think that one's not that much of an issue. Would prefer the consistency though