Search found 156 matches

by PennyJim
Sun Jan 25, 2026 7:50 pm
Forum: Resolved Requests
Topic: ProgressBarStyleSpecification::bar_width is confusingly named
Replies: 1
Views: 177

ProgressBarStyleSpecification::bar_width is confusingly named

So please at least add a description to it (and the LuaStyle) to indicate that it's the progress bar's "thickness" instead.

I only figured it out after looking at the base game's code comments. I spent too long not looking at the base progress bar style because I was trying to make it mimic another ...
by PennyJim
Sat Jan 10, 2026 9:26 pm
Forum: Modding interface requests
Topic: New TriggerEffectItem for Creating Pollution
Replies: 1
Views: 200

Re: New TriggerEffectItem for Creating Pollution

Affecting pollution via triggers just seems to make sense to me +1

Though I'd type it as "pollute" to keep the possibility of it absorbing pollution instead
by PennyJim
Sun Nov 30, 2025 12:16 am
Forum: Bug Reports
Topic: [2.0.72] Fusion reactor output fluid temperature tooltip can be poorly formatted
Replies: 0
Views: 260

[2.0.72] Fusion reactor output fluid temperature tooltip can be poorly formatted

This is such a minor bug, but a bug it still is. With just the right length of name, the fusion reactor output fluid temperature tooltip field will wrap, but the value doesn't align to the bottom
11-29-2025, 17-05-22.png

Because the convention (from a boiler) is that it doesn't mention the fluid ...
by PennyJim
Sun Nov 23, 2025 6:07 pm
Forum: Modding interface requests
Topic: Make 'maximum per surface' a generic entity property
Replies: 3
Views: 360

Re: Make 'maximum per surface' a generic entity property

+1, while I prefer mine (127039), getting it in any form would be nice
by PennyJim
Tue Oct 28, 2025 4:35 am
Forum: Modding interface requests
Topic: Include player information in errors
Replies: 1
Views: 258

Include player information in errors

I've seen a handful of mod bug reports where a player related event errors on a server, and people struggle to really explain what would have caused it because they aren't sure who caused it.

I'm proposing that for events related to a player (any that have a player_index), the ID and username of ...
by PennyJim
Tue Oct 28, 2025 12:30 am
Forum: Documentation Improvement Requests
Topic: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
Replies: 4
Views: 608

Re: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output

Then this should be moved to Documentation Improvements so we can ask for that to be mentioned.
Something like:

Note: setting a non-zero value while it's zero will start a normal craft free of cost and irrespective of recipe quality. Set result_quality to have another quality result.


I'm not ...
by PennyJim
Fri Oct 24, 2025 12:49 am
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 2874

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I think I'm actively opposed to requiring categories. The vast majority of modders and recipes don't want anything other than the current default behavior (in my opinion).
I don't think modders currently even consider the category unless they specifically want something other than the default. As ...
by PennyJim
Wed Oct 22, 2025 8:33 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 2874

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

I was under the impression that the latter of A was already going to happen (merging the fields).

And I do think I prefer a default of {"crafting"}. My question is, how would it behave if you were to give it {}?
I went and checked the machine, and it errors without any crafting categories, so I ...
by PennyJim
Wed Oct 22, 2025 6:29 pm
Forum: Documentation Improvement Requests
Topic: LuaHelpers Docs only in Runtime Stage
Replies: 2
Views: 472

Re: LuaHelpers Docs only in Runtime Stage

It is listed as one of the main global objects on the prototype index

Not sure there's a good way to make them show up in the search..
by PennyJim
Mon Oct 20, 2025 3:50 am
Forum: Already exists
Topic: In-place fast_replace for create_entity
Replies: 3
Views: 529

Re: In-place fast_replace for create_entity

If it can be made a "mode" type parameter where you can make it mark the replaced entity for deconstruction instead, then it could be manually destroyed without letting the user (or their bots) have a chance to actually mine it.

This would also be a possible fix for a bad bug I have in my mod that ...
by PennyJim
Mon Oct 20, 2025 3:40 am
Forum: Modding interface requests
Topic: Targeted Fast Replace
Replies: 1
Views: 335

Targeted Fast Replace

I currently have a pretty bad bug in the mod Wide Containers . I previously tried 'fixing' one of the causes with a bug report: https://forums.factorio.com/130389
But it's been understandably deemed "not a bug".

Because the actual root of my issue was the LuaSurface::create_entity fast replace ...
by PennyJim
Sun Oct 19, 2025 10:19 pm
Forum: Modding interface requests
Topic: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
Replies: 7
Views: 713

Re: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)

It would require a big warning that they don't update until the inserters themselves update, otherwise I'm confident people would bug report it
(And some probably still will with it, but at just we can tap the sign)
by PennyJim
Tue Oct 14, 2025 10:57 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 795

Re: [Suggestion] Changes to auto recycle


As modder you can change recycling recipe generation yourself however you want.
It's not done in game engine, everything (except using specific recipe category) is done in lua.


While it is in Lua, it's not as if you can just change the code from another mod.
You can undo said changes, but we ...
by PennyJim
Tue Oct 14, 2025 9:16 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 795

Re: [Suggestion] Changes to auto recycle

I personally just wish we could somehow provide/change the second argument to this function call
https://github.com/wube/factorio-data/blob/4dff6a5f3992e3d39a96491aa9d7d4413ab01c85/quality/data-updates.lua#L5
That way if you want non-overwriting behavior you can just add it to your `can_recycle ...
by PennyJim
Mon Oct 13, 2025 12:09 pm
Forum: Resolved Requests
Topic: Please clarify what can be stored in dictionary objects
Replies: 8
Views: 1036

Re: Please clarify what can be stored in dictionary objects


I'm not sure where specific valid entries such as day-night-cycle, magnetic-field, solar-power, pressure, and gravity are documented in the API. Also, when looking at other modded planets, it seems possible to define additional attributes such as temperature, but I couldn’t find any mention that ...
by PennyJim
Mon Oct 13, 2025 6:04 am
Forum: Resolved Requests
Topic: Please clarify what can be stored in dictionary objects
Replies: 8
Views: 1036

Re: Please clarify what can be stored in dictionary objects

Doesn't your given example describe what it takes?
https://lua-api.factorio.com/latest/classes/LuaSurfacePrototype.html#surface_properties
10-12-2025, 23-55-41.png

It displays as dictionary[ SurfacePropertyID -> double ] for me
Meaning that the keys are SurfacePropertyID's with their values being ...
by PennyJim
Sun Oct 12, 2025 4:49 am
Forum: Won't implement
Topic: Promote Circuit Connections to Base Entity Type
Replies: 2
Views: 449

Promote Circuit Connections to Base Entity Type

If you look at the "used in" of the CircuitConnectorDefinition , you see a long list of individual entities implementing the ability to connect a circuit to it.

My hope is to promote that to some baser entity type (probably EntityWithOwner ) so you can make just about any entity connectable to ...
by PennyJim
Sun Oct 12, 2025 4:19 am
Forum: Modding interface requests
Topic: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)
Replies: 7
Views: 713

Re: LuaEntity::inserters (or some such to get all inserters and/or loaders targeting this entity)

Considering my understanding is that an entity "wakes up" the inserters around it, I would assume this information is already available in some form.

Don't know how convertible to an api field that is though
by PennyJim
Sat Oct 11, 2025 11:53 pm
Forum: Resolved Requests
Topic: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing
Replies: 3
Views: 665

Re: [2.0.69][Modding] SimulationDefinition::game_view_settings seemingly does nothing

Rseding91 wrote: Sat Oct 04, 2025 8:00 pm it looks like currently game view settings only apply if you create a test player through https://lua-api.factorio.com/latest/cla ... est_player
Maybe this should be moved to documentation improvements then?

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