Search found 193 matches

by PennyJim
Tue Sep 15, 2026 8:14 pm
Forum: Modding interface requests
Topic: Linked heat pipe connections
Replies: 1
Views: 161

Re: Linked heat pipe connections

+1
After this, all that's left is linked rails /s
by PennyJim
Mon Sep 07, 2026 1:22 am
Forum: Resolved Requests
Topic: [2.0.77] ElectricEnergyInterface on LuaEntity
Replies: 5
Views: 456

Re: [2.0.77] ElectricEnergyInterface on LuaEntity

Fletch wrote: Sun Sep 06, 2026 2:30 pm There is a "new" note on it saying that it is "New since 2.0.77".

Am I reading the docs wrong, or just being stumped by a documentation note error?
I think you're reading it wrong. It means it's been added since 2.0.77, so that's the last version without it.
by PennyJim
Mon Aug 24, 2026 7:31 am
Forum: Modding interface requests
Topic: An event for when a surface's pollutant type is changed
Replies: 0
Views: 199

An event for when a surface's pollutant type is changed

Now that you can set an override_pollution_type , mods that handle pollution in special ways might need to be aware of when it changes.

I specifically need it because I keep track specific entities and whether or not their chunk exceeds their working pollution range. The loop for this is pretty ...
by PennyJim
Sat Aug 22, 2026 4:56 am
Forum: Resolved Requests
Topic: Example for new 2.1 probabilities
Replies: 2
Views: 351

Re: Example for new 2.1 probabilities

Specifically something like


-- 50/50 Always returns an item, with a chance of it being iron or copper plate
results =
{
{type = "item", name = "iron-plate", amount = 1, shared_probability = {min = 0, max = 0.5}},
{type = "item", name = "copper-plate", amount = 1, shared_probability = {min = 0 ...
by PennyJim
Wed Aug 19, 2026 2:54 am
Forum: Ideas and Suggestions
Topic: Highlight neighbouring reactors
Replies: 0
Views: 258

Highlight neighbouring reactors

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 ...
by PennyJim
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: 1012

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 ...
by PennyJim
Wed Aug 12, 2026 7:30 pm
Forum: Modding interface requests
Topic: Add LuaGuiElement type for InventorySlot?
Replies: 3
Views: 360

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 ...
by PennyJim
Wed Aug 12, 2026 2:25 am
Forum: Modding interface requests
Topic: LuaGuiElement Inventory filter slots
Replies: 5
Views: 505

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 ...
by PennyJim
Tue Aug 11, 2026 9:18 pm
Forum: Modding interface requests
Topic: LuaGuielement ElemList tooltip type
Replies: 2
Views: 279

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.
by PennyJim
Tue Aug 11, 2026 9:12 pm
Forum: Modding interface requests
Topic: LuaGuielement ElemList tooltip type
Replies: 2
Views: 279

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 ...
by PennyJim
Tue Aug 11, 2026 9:00 pm
Forum: Modding interface requests
Topic: Add sprite faded_percent to LuaGuiElement
Replies: 4
Views: 426

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 ...
by PennyJim
Tue Aug 11, 2026 8:47 pm
Forum: Modding interface requests
Topic: Add LuaGuiElement type for InventorySlot?
Replies: 3
Views: 360

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 ...
by PennyJim
Tue Aug 11, 2026 8:27 pm
Forum: Modding interface requests
Topic: LuaGuiElement Inventory filter slots
Replies: 5
Views: 505

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 ...
by PennyJim
Tue Aug 11, 2026 8:04 pm
Forum: Implemented mod requests
Topic: Inventory GUI element
Replies: 1
Views: 1518

Re: Inventory GUI element

Implemented in 2.1.7

Also seems like 131526 was a duplicate of this one
by PennyJim
Tue Aug 11, 2026 8:01 pm
Forum: Implemented mod requests
Topic: Gui element that shows script inventory
Replies: 9
Views: 1797

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
by PennyJim
Mon Aug 10, 2026 5:54 am
Forum: Resolved for the next release
Topic: [Lou][2.1.14] FluidWagonPrototype base_valve_offset issues
Replies: 8
Views: 829

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 ...
by PennyJim
Fri Aug 07, 2026 2:07 am
Forum: Modding interface requests
Topic: make LuaEntity::loader_container writeable
Replies: 3
Views: 765

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 ...
by PennyJim
Wed Jul 29, 2026 11:06 pm
Forum: Documentation Improvement Requests
Topic: Required Prototypes Auxillary Page
Replies: 3
Views: 481

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 ...
by PennyJim
Mon Jul 13, 2026 1:43 am
Forum: Implemented mod requests
Topic: A sibling API to play_sound: play_music
Replies: 35
Views: 8782

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.
by PennyJim
Fri Jul 03, 2026 3:15 am
Forum: Implemented mod requests
Topic: New TriggerEffectItem for Creating Pollution
Replies: 5
Views: 979

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 ...

Go to advanced search